Code cleanup: refactor BSSRDF closure sampling, for next commit.
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@@ -32,11 +32,7 @@ bool kernel_path_subsurface_scatter(
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ccl_addr_space float3 *throughput,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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float bssrdf_probability;
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ShaderClosure *sc = subsurface_scatter_pick_closure(kg, sd, &bssrdf_probability);
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/* modify throughput for picking bssrdf or bsdf */
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*throughput *= bssrdf_probability;
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const ShaderClosure *sc = shader_bssrdf_pick(sd, throughput);
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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