forked from bartvdbraak/blender
bae896691a
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
218 lines
6.3 KiB
C
218 lines
6.3 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Closure Nodes */
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__device void svm_node_closure_bsdf(ShaderData *sd, float *stack, uint4 node, float randb)
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{
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uint type, param1_offset, param2_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z);
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float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_as_float(node.w);
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switch(type) {
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case CLOSURE_BSDF_DIFFUSE_ID:
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bsdf_diffuse_setup(sd, sd->N);
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break;
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case CLOSURE_BSDF_TRANSLUCENT_ID:
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bsdf_translucent_setup(sd, sd->N);
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break;
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case CLOSURE_BSDF_TRANSPARENT_ID:
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bsdf_transparent_setup(sd);
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break;
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case CLOSURE_BSDF_REFLECTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
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/* roughness */
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/* index of refraction */
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float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f);
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eta = 1.0f/eta;
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/* fresnel */
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float cosNO = dot(sd->N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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sd->svm_closure_weight *= fresnel;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFLECTION_ID) {
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bsdf_reflection_setup(sd, sd->N);
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}
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID) {
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float roughness = param1;
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bsdf_microfacet_beckmann_setup(sd, sd->N, roughness, eta, false);
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}
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else {
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float roughness = param1;
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bsdf_microfacet_ggx_setup(sd, sd->N, roughness, eta, false);
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}
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break;
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}
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case CLOSURE_BSDF_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
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/* index of refraction */
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float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta;
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/* fresnel */
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float cosNO = dot(sd->N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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bool refract = (fresnel < randb);
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFRACTION_ID) {
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if(refract)
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bsdf_refraction_setup(sd, sd->N, eta);
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else
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bsdf_reflection_setup(sd, sd->N);
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}
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
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float roughness = param1;
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bsdf_microfacet_beckmann_setup(sd, sd->N, roughness, eta, refract);
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}
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else {
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float roughness = param1;
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bsdf_microfacet_ggx_setup(sd, sd->N, roughness, eta, refract);
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}
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break;
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}
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#ifdef __DPDU__
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case CLOSURE_BSDF_WARD_ID: {
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float roughness_u = param1;
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float roughness_v = param2;
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bsdf_ward_setup(sd, sd->N, normalize(sd->dPdu), roughness_u, roughness_v);
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break;
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}
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#endif
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
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/* sigma */
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float sigma = clamp(param1, 0.0f, 1.0f);
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/* index of refraction */
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float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f);
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eta = 1.0f/eta;
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/* fresnel */
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float cosNO = dot(sd->N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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sd->svm_closure_weight *= fresnel;
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bsdf_ashikhmin_velvet_setup(sd, sd->N, sigma);
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break;
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}
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default:
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return;
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}
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}
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__device void svm_node_closure_emission(ShaderData *sd)
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{
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sd->svm_closure = CLOSURE_EMISSION_ID;
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sd->flag |= SD_EMISSION;
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}
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__device void svm_node_closure_background(ShaderData *sd)
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{
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sd->svm_closure = CLOSURE_BACKGROUND_ID;
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}
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__device void svm_node_closure_holdout(ShaderData *sd)
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{
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sd->svm_closure = CLOSURE_HOLDOUT_ID;
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sd->flag |= SD_HOLDOUT;
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}
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/* Closure Nodes */
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__device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
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{
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sd->svm_closure_weight.x = __int_as_float(r);
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sd->svm_closure_weight.y = __int_as_float(g);
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sd->svm_closure_weight.z = __int_as_float(b);
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}
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__device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
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{
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sd->svm_closure_weight.x = __int_as_float(r);
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sd->svm_closure_weight.y = __int_as_float(g);
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sd->svm_closure_weight.z = __int_as_float(b);
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if(sd->object != ~0)
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sd->svm_closure_weight /= object_surface_area(kg, sd->object);
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}
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__device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
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{
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sd->svm_closure_weight = stack_load_float3(stack, weight_offset);
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}
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__device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint color_offset = node.y;
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uint strength_offset = node.z;
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uint total_power = node.w;
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sd->svm_closure_weight = stack_load_float3(stack, color_offset)*stack_load_float(stack, strength_offset);
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if(total_power && sd->object != ~0)
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sd->svm_closure_weight /= object_surface_area(kg, sd->object);
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}
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__device void svm_node_mix_closure(ShaderData *sd, float *stack,
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uint weight_offset, uint node_jump, int *offset, float *randb)
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{
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float weight = stack_load_float(stack, weight_offset);
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weight = clamp(weight, 0.0f, 1.0f);
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/* pick a closure and make the random number uniform over 0..1 again.
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closure 1 starts on the next node, for closure 2 the start is at an
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offset from the current node, so we jump */
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if(*randb < weight) {
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*offset += node_jump;
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*randb = *randb/weight;
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}
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else
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*randb = (*randb - weight)/(1.0f - weight);
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}
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__device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
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uint node_jump, int *offset, float *randb, float *closure_weight)
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{
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float weight = 0.5f;
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/* pick one of the two closures with probability 0.5. sampling quality
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is not going to be great, for that we'd need to evaluate the weights
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of the two closures being added */
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if(*randb < weight) {
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*offset += node_jump;
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*randb = *randb/weight;
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}
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else
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*randb = (*randb - weight)/(1.0f - weight);
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*closure_weight *= 2.0f;
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}
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CCL_NAMESPACE_END
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