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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h688 float forwardScatter = exp2(scatterVoH * sharpness - sharpness); in CalculateLight() local
690 float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - ssssv.thickness); in CalculateLight()