forked from bartvdbraak/blender
Cycles: Cleanup, style
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@ -204,7 +204,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
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}
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}
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# ifdef __VOLUME__
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# ifdef __VOLUME__
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if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
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if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
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/* Apply attenuation from current volume shader/ */
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/* Apply attenuation from current volume shader. */
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kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
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kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
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}
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}
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# endif
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# endif
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