- if (renderState == 3) {\r
- if (distanceToBackside != 0) {\r
- result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);\r
- // vec3 translucency = vec3(0);\r
- // for (int i = 0; i < 6; i++) {\r
- // translucency += objectColor * translucencySampleWeights[i] * exp(-pow(distanceToBackside, 2.0) / translucencySampleVariances[i]);\r
- // }\r