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