forked from bartvdbraak/blender
Fix #30009: cycles translucent BSDF + environment importance sampling not
working correct.
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@ -116,7 +116,8 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
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if(ls.shader & SHADER_CAST_SHADOW) {
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if(ls.shader & SHADER_CAST_SHADOW) {
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/* setup ray */
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/* setup ray */
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ray->P = ray_offset(sd->P, sd->Ng);
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bool transmit = (dot(sd->Ng, ls.D) < 0.0f);
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ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
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if(ls.t == FLT_MAX) {
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if(ls.t == FLT_MAX) {
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/* distant light */
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/* distant light */
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