forked from bartvdbraak/blender
Fix: Smoke 3d viewport shading was sometimes calculated incorrectly when adaptive domain was enabled.
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@ -2392,9 +2392,9 @@ static void smoke_calc_transparency(SmokeDomainSettings *sds, Scene *scene)
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/* convert light pos to sim cell space */
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mul_m4_v3(sds->imat, light);
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light[0] = (light[0] - sds->p0[0]) / sds->cell_size[0] - 0.5f;
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light[1] = (light[1] - sds->p0[1]) / sds->cell_size[1] - 0.5f;
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light[2] = (light[2] - sds->p0[2]) / sds->cell_size[2] - 0.5f;
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light[0] = (light[0] - sds->p0[0]) / sds->cell_size[0] - 0.5f - (float)sds->res_min[0];
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light[1] = (light[1] - sds->p0[1]) / sds->cell_size[1] - 0.5f - (float)sds->res_min[1];
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light[2] = (light[2] - sds->p0[2]) / sds->cell_size[2] - 0.5f - (float)sds->res_min[2];
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for (a = 0; a < size; a++)
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sds->shadow[a] = -1.0f;
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