forked from bartvdbraak/blender
Fix shadow pass issue with non-progressive render shadow pass with emitting
meshes and world MIS.
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@ -360,11 +360,11 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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/* bit of an ugly hack to compensate for emitting triangles influencing
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* amount of samples we get for this pass */
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if(scene->integrator->progressive && kintegrator->pdf_triangles != 0.0f)
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kfilm->pass_shadow_scale = 0.5f;
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else
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kfilm->pass_shadow_scale = 1.0f;
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if(kintegrator->pdf_triangles != 0.0f)
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kfilm->pass_shadow_scale *= 0.5f;
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if(num_background_lights < num_lights)
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kfilm->pass_shadow_scale *= (float)(num_lights - num_background_lights)/(float)num_lights;
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