Cycles: Fix wrong transparency flag being set to integrator

Patch from be28706 made it so integrator will use last shader's transparent
shadow flag, which is wrong since last shader might not have transparent
shadow while shaders prior to it might have one.
This commit is contained in:
Sergey Sharybin 2016-01-07 11:45:13 +05:00
parent 3da0af1464
commit 9f2d33a652

@ -386,7 +386,7 @@ void ShaderManager::device_update_common(Device *device,
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
has_transparent_shadow = (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);