forked from bartvdbraak/blender
Cycles OSL: small optimization to geometry node, tangent output still was
not properly optimized out in some cases. For reference, setting this will give detailed information about OSL shaders: export OSL_OPTIONS="statistics:level=1,debug=1,llvm_debug=1"
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@ -172,9 +172,6 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
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break;
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}
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case OSL::ClosurePrimitive::Emissive: {
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if (sd->num_closure == MAX_CLOSURE)
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return;
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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@ -56,8 +56,7 @@ shader node_geometry(
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0.0, 0.0, 0.0, 0.0,
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0.5, -0.5, 0.0, 1.0);
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vector T = transform(project, generated);
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T = transform("object", "world", T);
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vector T = transform("object", "world", transform(project, generated));
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Tangent = cross(Normal, normalize(cross(T, Normal)));
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}
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else {
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