code cleanup: comment unused members of bmesh operator slots and some osl style edits.
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@@ -43,9 +43,9 @@ color xyY_to_xyz(float x, float y, float Y)
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color xyz_to_rgb(float x, float y, float z)
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{
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return color(3.240479 * x + -1.537150 * y + -0.498535 * z,
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-0.969256 * x + 1.875991 * y + 0.041556 * z,
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0.055648 * x + -0.204043 * y + 1.057311 * z);
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return color( 3.240479 * x + -1.537150 * y + -0.498535 * z,
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-0.969256 * x + 1.875991 * y + 0.041556 * z,
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0.055648 * x + -0.204043 * y + 1.057311 * z);
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}
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float sky_angle_between(float thetav, float phiv, float theta, float phi)
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@@ -30,20 +30,20 @@ shader node_ward_bsdf(
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/* rotate tangent around normal */
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vector T = Tangent;
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if(Rotation != 0.0)
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if (Rotation != 0.0)
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T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal);
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/* compute roughness */
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float RoughnessU, RoughnessV;
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float aniso = clamp(Anisotropy, -0.99, 0.99);
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if(aniso < 0.0) {
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RoughnessU = Roughness/(1.0 + aniso);
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RoughnessV = Roughness*(1.0 + aniso);
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if (aniso < 0.0) {
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RoughnessU = Roughness / (1.0 + aniso);
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RoughnessV = Roughness * (1.0 + aniso);
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}
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else {
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RoughnessU = Roughness*(1.0 - aniso);
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RoughnessV = Roughness/(1.0 - aniso);
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RoughnessU = Roughness * (1.0 - aniso);
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RoughnessV = Roughness / (1.0 - aniso);
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}
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BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
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