forked from bartvdbraak/blender
Fix #36725: mismatch between viewport and render result when no world is linked
to the scene in cycles.
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bf8c078c55
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2513886f43
@ -74,7 +74,7 @@ __device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const
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float Iz = dot(Tg, I);
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float3 locy = normalize(I - Tg * Iz);
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float3 locx = cross(locy, Tg);
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//float3 locx = cross(locy, Tg);
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float theta_r = M_PI_2_F - safe_acosf(Iz);
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@ -130,7 +130,7 @@ __device float3 bsdf_hair_transmission_eval_transmit(const ShaderClosure *sc, co
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float roughness2 = sc->data1;
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float Iz = dot(Tg, I);
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float3 locy = normalize(I - Tg * Iz);
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float3 locx = cross(locy, Tg);
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//float3 locx = cross(locy, Tg);
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float theta_r = M_PI_2_F - safe_acosf(Iz);
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@ -348,12 +348,6 @@ void ShaderManager::add_default(Scene *scene)
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{
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graph = new ShaderGraph();
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closure = graph->add(new BackgroundNode());
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closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
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out = graph->output();
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graph->connect(closure->output("Background"), out->input("Surface"));
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shader = new Shader();
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shader->name = "default_background";
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shader->graph = graph;
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