Cleanup: Compiler warning when building without OSL
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@ -613,7 +613,9 @@ void GeometryManager::device_update_displacement_images(Device *device,
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TaskPool pool;
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ImageManager *image_manager = scene->image_manager;
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set<int> bump_images;
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#ifdef WITH_OSL
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bool has_osl_node = false;
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#endif
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foreach (Geometry *geom, scene->geometry) {
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if (geom->is_modified()) {
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/* Geometry-level check for hair shadow transparency.
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@ -633,9 +635,11 @@ void GeometryManager::device_update_displacement_images(Device *device,
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continue;
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}
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foreach (ShaderNode *node, shader->graph->nodes) {
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#ifdef WITH_OSL
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if (node->special_type == SHADER_SPECIAL_TYPE_OSL) {
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has_osl_node = true;
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}
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#endif
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if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
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continue;
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}
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