/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
 *
 * SPDX-License-Identifier: Apache-2.0 */

#include "stdcycles.h"

shader node_subsurface_scattering(color Color = 0.8,
                                  float Scale = 1.0,
                                  vector Radius = vector(0.1, 0.1, 0.1),
                                  float IOR = 1.4,
                                  float Anisotropy = 0.0,
                                  string method = "random_walk",
                                  normal Normal = N,
                                  output closure color BSSRDF = 0)
{
  BSSRDF = Color * bssrdf(method,
                          Normal,
                          Scale * Radius,
                          Color,
                          "ior",
                          IOR,
                          "anisotropy",
                          Anisotropy,
                          "roughness",
                          1.0);
}
