diff --git a/intern/cycles/kernel/closure/bsdf_hair.h b/intern/cycles/kernel/closure/bsdf_hair.h index 5791598459c..5a5f0360e5b 100644 --- a/intern/cycles/kernel/closure/bsdf_hair.h +++ b/intern/cycles/kernel/closure/bsdf_hair.h @@ -74,7 +74,7 @@ __device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const float Iz = dot(Tg, I); float3 locy = normalize(I - Tg * Iz); - float3 locx = cross(locy, Tg); + //float3 locx = cross(locy, Tg); float theta_r = M_PI_2_F - safe_acosf(Iz); @@ -130,7 +130,7 @@ __device float3 bsdf_hair_transmission_eval_transmit(const ShaderClosure *sc, co float roughness2 = sc->data1; float Iz = dot(Tg, I); float3 locy = normalize(I - Tg * Iz); - float3 locx = cross(locy, Tg); + //float3 locx = cross(locy, Tg); float theta_r = M_PI_2_F - safe_acosf(Iz); diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 6e3a4695d71..385395e3752 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -348,12 +348,6 @@ void ShaderManager::add_default(Scene *scene) { graph = new ShaderGraph(); - closure = graph->add(new BackgroundNode()); - closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f); - out = graph->output(); - - graph->connect(closure->output("Background"), out->input("Surface")); - shader = new Shader(); shader->name = "default_background"; shader->graph = graph;