Cycles: Cleanup, delete trailing whitespace
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@@ -96,7 +96,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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sd->P = triangle_refine(kg, sd, isect, ray);
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sd->P = triangle_refine(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->Ng = Ng;
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sd->N = Ng;
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sd->N = Ng;
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/* smooth normal */
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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@@ -419,7 +419,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
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{
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{
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/* vectors */
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/* vectors */
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sd->P = ray->P;
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sd->P = ray->P;
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sd->N = -ray->D;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->Ng = -ray->D;
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sd->I = -ray->D;
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sd->I = -ray->D;
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sd->shader = SHADER_NONE;
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sd->shader = SHADER_NONE;
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@@ -797,7 +797,7 @@ ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
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alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
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alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
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alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
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alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
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return alpha;
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return alpha;
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}
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}
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@@ -919,7 +919,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
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if(texture_blur_)
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if(texture_blur_)
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*texture_blur_ = safe_divide(texture_blur, weight_sum);
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*texture_blur_ = safe_divide(texture_blur, weight_sum);
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return eval;
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return eval;
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}
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}
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#endif
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#endif
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@@ -1075,7 +1075,7 @@ ccl_device int shader_volume_phase_sample(KernelGlobals *kg, const ShaderData *s
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_PHASE(sc->type))
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if(CLOSURE_IS_PHASE(sc->type))
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sum += sc->sample_weight;
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sum += sc->sample_weight;
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}
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}
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@@ -1085,7 +1085,7 @@ ccl_device int shader_volume_phase_sample(KernelGlobals *kg, const ShaderData *s
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_PHASE(sc->type)) {
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if(CLOSURE_IS_PHASE(sc->type)) {
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float next_sum = partial_sum + sc->sample_weight;
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float next_sum = partial_sum + sc->sample_weight;
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@@ -1239,4 +1239,3 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
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#endif
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#endif
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CCL_NAMESPACE_END
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CCL_NAMESPACE_END
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