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<@include gpu/Config.slh@><$VERSION_HEADER$>//  Generated on <$_SCRIBE_DATE$>////  subsurfaceScattering_makeLUT.frag////  Created by Sam Gateau on 6/8/16.//  Copyright 2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// <@include SubsurfaceScattering.slh@><$declareSubsurfaceScatteringProfileSource()$><$declareSubsurfaceScatteringIntegrate(2000)$> INPUT(0, vec2, varTexCoord0);OUTPUT(0, vec4, outFragColor); void main(void) {     // Lookup by: x: NDotL y: 1 / r    //float y = 2.0 * 1.0 / ((j + 1.0) / (double)height);    //float x = ((i / (double)width) * 2.0) - 1.0;     outFragColor = vec4(integrate(varTexCoord0.x * 2.0 - 1.0, 2.0 / varTexCoord0.y), 1.0);} 

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