forked from bartvdbraak/blender
Cycles: Cleanup, style
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6859695055
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b0bbb5f34f
@ -615,7 +615,7 @@ ccl_device_forceinline int bvh_node_intersect_robust(KernelGlobals *kg,
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const float3& P,
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const float3& P,
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const float3& dir,
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const float3& dir,
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const ssef& isect_near,
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const ssef& isect_near,
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const ssef& isect_far,
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const ssef& isect_far,
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const ssef& tsplat,
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const ssef& tsplat,
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const ssef Psplat[3],
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const ssef Psplat[3],
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const ssef idirsplat[3],
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const ssef idirsplat[3],
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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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@ -89,10 +89,10 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
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float3 shadow;
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float3 shadow;
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if(!shadow_blocked(kg,
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if(!shadow_blocked(kg,
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emission_sd,
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emission_sd,
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state,
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state,
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&ray,
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&ray,
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&shadow))
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&shadow))
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{
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{
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/* accumulate */
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/* accumulate */
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path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
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path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
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