<@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);}
<@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);
}