Merge branch 'blender-v2.93-release'
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@@ -23,8 +23,8 @@ void node_subsurface_scattering(vec4 color,
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/* Not perfect for texture_blur values between 0.0 and 1.0.
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* Interpolate between separated color and color applied on irradiance. */
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float one_minus_texture_blur = 1.0 - texture_blur;
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vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur;
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vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur;
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vec3 sss_albedo = color.rgb * one_minus_texture_blur + texture_blur;
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vec3 radiance_tint = color.rgb * texture_blur + one_minus_texture_blur;
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/* Consider output radiance as irradiance. */
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out_Diffuse_0.radiance *= radiance_tint;
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