forked from bartvdbraak/blender
4355603790
BVH traversal is not really that much a geometry and we've got quite some traversals now. Makes sense to keep them separate in the name of source structure clarity. |
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kernel_background_buffer_update.h | ||
kernel_data_init.h | ||
kernel_direct_lighting.h | ||
kernel_holdout_emission_blurring_pathtermination_ao.h | ||
kernel_lamp_emission.h | ||
kernel_next_iteration_setup.h | ||
kernel_scene_intersect.h | ||
kernel_shader_eval.h | ||
kernel_shadow_blocked.h | ||
kernel_split_common.h | ||
kernel_sum_all_radiance.h |