43b374e8c5
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
220 lines
6.8 KiB
C
220 lines
6.8 KiB
C
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __BSDF_TOON_H__
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#define __BSDF_TOON_H__
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CCL_NAMESPACE_BEGIN
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typedef ccl_addr_space struct ToonBsdf {
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SHADER_CLOSURE_BASE;
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float size;
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float smooth;
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} ToonBsdf;
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/* DIFFUSE TOON */
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ccl_device int bsdf_diffuse_toon_setup(ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
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bsdf->size = saturate(bsdf->size);
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bsdf->smooth = saturate(bsdf->smooth);
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device bool bsdf_toon_merge(const ShaderClosure *a, const ShaderClosure *b)
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{
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const ToonBsdf *bsdf_a = (const ToonBsdf*)a;
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const ToonBsdf *bsdf_b = (const ToonBsdf*)b;
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return (isequal_float3(bsdf_a->N, bsdf_b->N)) &&
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(bsdf_a->size == bsdf_b->size) &&
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(bsdf_a->smooth == bsdf_b->smooth);
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}
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ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
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{
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float is;
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if(angle < max_angle)
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is = 1.0f;
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else if(angle < (max_angle + smooth) && smooth != 0.0f)
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is = (1.0f - (angle - max_angle)/smooth);
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else
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is = 0.0f;
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return make_float3(is, is, is);
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}
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ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth)
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{
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return fminf(max_angle + smooth, M_PI_2_F);
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}
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ccl_device float3 bsdf_diffuse_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float angle = safe_acosf(fmaxf(dot(bsdf->N, omega_in), 0.0f));
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float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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if(eval.x > 0.0f) {
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
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return *pdf * eval;
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}
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_diffuse_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int bsdf_diffuse_toon_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float angle = sample_angle*randu;
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if(sample_angle > 0.0f) {
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sample_uniform_cone(bsdf->N, sample_angle, randu, randv, omega_in, pdf);
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if(dot(Ng, *omega_in) > 0.0f) {
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*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the bounce
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*domega_in_dx = (2.0f * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
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*domega_in_dy = (2.0f * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
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#endif
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}
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else
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*pdf = 0.0f;
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}
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return LABEL_REFLECT | LABEL_DIFFUSE;
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}
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/* GLOSSY TOON */
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ccl_device int bsdf_glossy_toon_setup(ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
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bsdf->size = saturate(bsdf->size);
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bsdf->smooth = saturate(bsdf->smooth);
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float cosNI = dot(bsdf->N, omega_in);
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float cosNO = dot(bsdf->N, I);
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if(cosNI > 0 && cosNO > 0) {
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/* reflect the view vector */
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float3 R = (2 * cosNO) * bsdf->N - I;
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float cosRI = dot(R, omega_in);
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float angle = safe_acosf(fmaxf(cosRI, 0.0f));
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float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
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return *pdf * eval;
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}
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_glossy_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int bsdf_glossy_toon_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float cosNO = dot(bsdf->N, I);
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if(cosNO > 0) {
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/* reflect the view vector */
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float3 R = (2 * cosNO) * bsdf->N - I;
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float angle = sample_angle*randu;
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sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf);
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if(dot(Ng, *omega_in) > 0.0f) {
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float cosNI = dot(bsdf->N, *omega_in);
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/* make sure the direction we chose is still in the right hemisphere */
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if(cosNI > 0) {
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*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
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*domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
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#endif
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}
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else
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*pdf = 0.0f;
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}
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else
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*pdf = 0.0f;
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}
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return LABEL_GLOSSY | LABEL_REFLECT;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_TOON_H__ */
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