* Style cleanup / Cycles.
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@@ -47,16 +47,16 @@ __device void bsdf_hair_transmission_blur(ShaderClosure *sc, float roughness)
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__device int bsdf_hair_reflection_setup(ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_HAIR_REFLECTION_ID;
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sc->data0 = clamp(sc->data0, 0.001f,1.0f);
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sc->data1 = clamp(sc->data1, 0.001f,1.0f);
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sc->data0 = clamp(sc->data0, 0.001f, 1.0f);
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sc->data1 = clamp(sc->data1, 0.001f, 1.0f);
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return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
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}
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__device int bsdf_hair_transmission_setup(ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
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sc->data0 = clamp(sc->data0, 0.001f,1.0f);
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sc->data1 = clamp(sc->data1, 0.001f,1.0f);
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sc->data0 = clamp(sc->data0, 0.001f, 1.0f);
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sc->data1 = clamp(sc->data1, 0.001f, 1.0f);
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return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
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}
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@@ -67,7 +67,7 @@ __device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const
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float3 Tg = sc->T;
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#else
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float offset = 0.0f;
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float3 Tg = make_float3(1.0f,0.0f,0.0f);
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float3 Tg = make_float3(1.0f, 0.0f, 0.0f);
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#endif
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float roughness1 = sc->data0;
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float roughness2 = sc->data1;
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@@ -124,7 +124,7 @@ __device float3 bsdf_hair_transmission_eval_transmit(const ShaderClosure *sc, co
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float3 Tg = sc->T;
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#else
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float offset = 0.0f;
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float3 Tg = make_float3(1.0f,0.0f,0.0f);
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float3 Tg = make_float3(1.0f, 0.0f, 0.0f);
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#endif
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float roughness1 = sc->data0;
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float roughness2 = sc->data1;
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@@ -170,7 +170,7 @@ __device int bsdf_hair_reflection_sample(const ShaderClosure *sc, float3 Ng, flo
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float3 Tg = sc->T;
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#else
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float offset = 0.0f;
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float3 Tg = make_float3(1.0f,0.0f,0.0f);
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float3 Tg = make_float3(1.0f, 0.0f, 0.0f);
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#endif
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float roughness1 = sc->data0;
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float roughness2 = sc->data1;
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@@ -225,7 +225,7 @@ __device int bsdf_hair_transmission_sample(const ShaderClosure *sc, float3 Ng, f
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float3 Tg = sc->T;
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#else
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float offset = 0.0f;
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float3 Tg = make_float3(1.0f,0.0f,0.0f);
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float3 Tg = make_float3(1.0f, 0.0f, 0.0f);
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#endif
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float roughness1 = sc->data0;
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float roughness2 = sc->data1;
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