forked from bartvdbraak/blender
57e26627c4
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
27 lines
884 B
Common Lisp
27 lines
884 B
Common Lisp
/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "kernel_compat_opencl.h"
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#include "split/kernel_split_common.h"
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#include "split/kernel_indirect_subsurface.h"
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__kernel void kernel_ocl_path_trace_indirect_subsurface(
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KernelGlobals *kg,
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ccl_constant KernelData *data)
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{
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kernel_indirect_subsurface(kg);
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}
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