Cleanup: Remove unused ray type flags.
They were added for completeness, but it seems we don't need them.
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@@ -273,8 +273,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false);
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state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
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}
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}
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#endif
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@@ -392,7 +390,6 @@ ccl_device bool kernel_path_subsurface_scatter(KernelGlobals *kg, ShaderData *sd
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PathState hit_state = *state;
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Ray hit_ray = *ray;
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hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR;
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hit_state.rng_offset += PRNG_BOUNCE_NUM;
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kernel_path_surface_connect_light(kg, rng, &bssrdf_sd[hit], tp, state, L);
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@@ -779,8 +776,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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float num_samples_inv = 1.0f/num_samples;
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RNG bssrdf_rng = cmj_hash(*rng, i);
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state->flag |= PATH_RAY_BSSRDF_ANCESTOR;
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/* do subsurface scatter step with copy of shader data, this will
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* replace the BSSRDF with a diffuse BSDF closure */
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for(int j = 0; j < num_samples; j++) {
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@@ -832,8 +827,6 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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&hit_state, L);
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}
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}
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state->flag &= ~PATH_RAY_BSSRDF_ANCESTOR;
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}
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}
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#endif
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