Style cleanup: mixed tabs/spaces were used for indentation in osl_closures.h
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@ -79,26 +79,26 @@ public:
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ShaderClosure sc;
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OSL::Vec3 N, T;
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CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
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m_scattering_label(scattering), m_shaderdata_flag(0) { }
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~CBSDFClosure() { }
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CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
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m_scattering_label(scattering), m_shaderdata_flag(0) { }
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~CBSDFClosure() { }
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int scattering() const { return m_scattering_label; }
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int shaderdata_flag() const { return m_shaderdata_flag; }
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int scattering() const { return m_scattering_label; }
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int shaderdata_flag() const { return m_shaderdata_flag; }
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ClosureType shaderclosure_type() const { return sc.type; }
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virtual void blur(float roughness) = 0;
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virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual void blur(float roughness) = 0;
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virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual int sample(const float3 &Ng,
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const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
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float randu, float randv,
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float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
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float &pdf, float3 &eval) const = 0;
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virtual int sample(const float3 &Ng,
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const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
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float randu, float randv,
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float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
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float &pdf, float3 &eval) const = 0;
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protected:
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int m_scattering_label;
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int m_scattering_label;
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int m_shaderdata_flag;
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};
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