Cleanup, remove unneeded variable.
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@@ -749,10 +749,9 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
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assert(false);
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assert(false);
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int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
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int vector_offset = tex_mapping.compile_begin(compiler, vector_in);
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int sky_model = type;
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compiler.stack_assign(color_out);
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compiler.stack_assign(color_out);
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compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), sky_model);
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compiler.add_node(NODE_TEX_SKY, vector_offset, compiler.stack_assign(color_out), type);
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compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y));
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compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y));
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compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2]));
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compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2]));
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compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6]));
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compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6]));
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@@ -770,7 +769,6 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
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tex_mapping.compile(compiler);
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tex_mapping.compile(compiler);
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SunSky sunsky;
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SunSky sunsky;
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if(type == NODE_SKY_OLD)
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if(type == NODE_SKY_OLD)
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sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
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sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
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else if(type == NODE_SKY_NEW)
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else if(type == NODE_SKY_NEW)
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