Code refactor: use shader pointers rather than shader indexes.
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@@ -99,7 +99,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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thread_scoped_lock lock(ss_mutex);
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OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
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compiler.background = (shader == scene->shaders[scene->default_background]);
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compiler.background = (shader == scene->default_background);
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compiler.compile(scene, og, shader);
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if(shader->use_mis && shader->has_surface_emission)
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