forked from bartvdbraak/blender
Cycles / SunSky:
* Use already calculated theta^2 for theta^3 calculation.
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@ -107,7 +107,7 @@ void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky)
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sunsky.dir = dir;
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float theta2 = theta * theta;
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float theta3 = theta * theta * theta;
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float theta3 = theta2 * theta;
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float T = turbidity;
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float T2 = T * T;
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@ -393,7 +393,7 @@ static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turb
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ksunsky->phi = phi;
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float theta2 = theta*theta;
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float theta3 = theta*theta*theta;
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float theta3 = theta2*theta;
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float T = turbidity;
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float T2 = T * T;
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