Cycles: Use proper primitive for the motion subsurface refine
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@@ -303,11 +303,12 @@ ccl_device int subsurface_scatter_multi_intersect(
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#ifdef __OBJECT_MOTION__
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#ifdef __OBJECT_MOTION__
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else if(ccl_fetch(sd, type) & PRIMITIVE_MOTION_TRIANGLE) {
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else if(ccl_fetch(sd, type) & PRIMITIVE_MOTION_TRIANGLE) {
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float3 verts[3];
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float3 verts[3];
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motion_triangle_vertices(kg,
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motion_triangle_vertices(
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ccl_fetch(sd, object),
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kg,
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ccl_fetch(sd, prim),
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ccl_fetch(sd, object),
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ccl_fetch(sd, time),
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kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim),
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verts);
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ccl_fetch(sd, time),
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verts);
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hit_P = motion_triangle_refine_subsurface(kg,
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hit_P = motion_triangle_refine_subsurface(kg,
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sd,
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sd,
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&ss_isect->hits[hit],
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&ss_isect->hits[hit],
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