Cycles: Cleanup, indentation
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@@ -360,7 +360,7 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(
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ShaderData *sd,
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ShaderData *sd,
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PathRadiance *L,
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PathRadiance *L,
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ccl_addr_space float3 *throughput,
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ccl_addr_space float3 *throughput,
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ccl_addr_space RNG *rng,
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ccl_addr_space RNG *rng,
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bool probalistic_scatter)
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bool probalistic_scatter)
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{
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{
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VolumeShaderCoefficients coeff;
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VolumeShaderCoefficients coeff;
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