correction to recent commit, wouldnt have given any troubles but was assigning the 4th component of a float[3].
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@ -186,7 +186,7 @@ static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is)
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col_r[3] = shr_new.alpha;
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}
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static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col[3])
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static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col_r[4])
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{
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Isect isect;
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@ -204,10 +204,10 @@ static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], f
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/* check to see if there's anything behind the volume, otherwise shade the sky */
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if(RE_rayobject_raycast(R.raytree, &isect)) {
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shade_intersection(shi, col, &isect);
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shade_intersection(shi, col_r, &isect);
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} else {
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shadeSkyView(col, co, shi->view, NULL, shi->thread);
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shadeSunView(col, shi->view);
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shadeSkyView(col_r, co, shi->view, NULL, shi->thread);
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shadeSunView(col_r, shi->view);
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}
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}
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@ -699,7 +699,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
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} else {
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/* we're tracing through the volume between the camera
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* and a solid surface, so use that pre-shaded radiance */
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QUATCOPY(col, shr->combined);
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copy_v4_v4(col, shr->combined);
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}
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/* shade volume from 'camera' to 1st hit point */
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