Fix #35207: addition to previous fix to avoid OSL getting uninitialized
ray differentials for lighting, which could cause bad texture filtering artifacts or performance.
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@@ -203,8 +203,7 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
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ray.P = p1;
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ray.D = normalize_len(p2 - p1, &ray.t);
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ray.dP = sd->dP;
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ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
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ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
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ray.dD = differential3_zero();
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ray.time = sd->time;
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/* intersect with the same object. if multiple intersections are
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