Fix #30955: cycles render issue with lights that have shadow casting disabled.
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@@ -147,14 +147,14 @@ __device_inline float path_state_terminate_probability(KernelGlobals *kg, PathSt
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__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
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{
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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if(ray->t == 0.0f)
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return false;
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Intersection isect;
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bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
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*shadow = make_float3(1.0f, 1.0f, 1.0f);
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#ifdef __TRANSPARENT_SHADOWS__
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if(result && kernel_data.integrator.transparent_shadows) {
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/* transparent shadows work in such a way to try to minimize overhead
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