forked from bartvdbraak/blender
Merge branch 'master' into blender2.8
This commit is contained in:
commit
797274d256
@ -102,7 +102,7 @@ if(WIN32)
|
||||
#ocio deps
|
||||
include(cmake/tinyxml.cmake)
|
||||
include(cmake/yamlcpp.cmake)
|
||||
#lcms is an ocio dep, but only if you build the apps, leaving it here for convenience
|
||||
#lcms is an ocio dep, but only if you build the apps, leaving it here for convenience
|
||||
#include(cmake/lcms.cmake)
|
||||
endif()
|
||||
|
||||
|
@ -72,4 +72,3 @@ if (WIN32)
|
||||
)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
|
@ -145,5 +145,3 @@ if(BUILD_MODE STREQUAL Release AND WIN32)
|
||||
DEPENDEES install
|
||||
)
|
||||
endif()
|
||||
|
||||
|
||||
|
@ -110,4 +110,3 @@ if(WIN32)
|
||||
endif()
|
||||
|
||||
endif()
|
||||
|
||||
|
@ -97,4 +97,3 @@ if(WIN32)
|
||||
)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
|
@ -46,4 +46,3 @@ if(BUILD_MODE STREQUAL Release AND WIN32)
|
||||
DEPENDEES install
|
||||
)
|
||||
endif()
|
||||
|
||||
|
@ -274,4 +274,3 @@ set(PUGIXML_HASH 9346ca1dce2c48f1748c12fdac41a714)
|
||||
set(FLEXBISON_VERSION 2.5.5)
|
||||
set(FLEXBISON_URI http://prdownloads.sourceforge.net/winflexbison//win_flex_bison-2.5.5.zip)
|
||||
set(FLEXBISON_HASH d87a3938194520d904013abef3df10ce)
|
||||
|
||||
|
@ -320,7 +320,13 @@ ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
|
||||
float3 bsdf,
|
||||
float3 ao)
|
||||
{
|
||||
/* Store AO pass. */
|
||||
if(L->use_light_pass && state->bounce == 0) {
|
||||
L->ao += alpha*throughput*ao;
|
||||
}
|
||||
|
||||
#ifdef __SHADOW_TRICKS__
|
||||
/* For shadow catcher, accumulate ratio. */
|
||||
if(state->flag & PATH_RAY_STORE_SHADOW_INFO) {
|
||||
float3 light = throughput * bsdf;
|
||||
L->path_total += light;
|
||||
@ -335,12 +341,11 @@ ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
|
||||
#ifdef __PASSES__
|
||||
if(L->use_light_pass) {
|
||||
if(state->bounce == 0) {
|
||||
/* directly visible lighting */
|
||||
/* Directly visible lighting. */
|
||||
L->direct_diffuse += throughput*bsdf*ao;
|
||||
L->ao += alpha*throughput*ao;
|
||||
}
|
||||
else {
|
||||
/* indirectly visible lighting after BSDF bounce */
|
||||
/* Indirectly visible lighting after BSDF bounce. */
|
||||
L->indirect += throughput*bsdf*ao;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user