Cycles:
* Remove an unneeded return in shader_bsdf_eval(), function is void. * if / else if tweak in shader_bsdf_ao().
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@@ -498,7 +498,7 @@ __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
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#ifdef __MULTI_CLOSURE__
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#ifdef __MULTI_CLOSURE__
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bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
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bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
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return _shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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_shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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#else
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#else
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const ShaderClosure *sc = &sd->closure;
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const ShaderClosure *sc = &sd->closure;
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@@ -720,7 +720,7 @@ __device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_facto
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eval += sc->weight*ao_factor;
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eval += sc->weight*ao_factor;
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*N += sc->N*average(sc->weight);
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*N += sc->N*average(sc->weight);
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}
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}
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if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
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else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
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eval += sc->weight;
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eval += sc->weight;
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*N += sd->N*average(sc->weight);
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*N += sd->N*average(sc->weight);
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}
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}
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