Cycles: Make object flag names more obvious that hey are object and not shader
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@@ -777,11 +777,11 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
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/* holdout */
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#ifdef __HOLDOUT__
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if((sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) && (state.flag & PATH_RAY_CAMERA)) {
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if((sd.flag & (SD_HOLDOUT|SD_OBJECT_HOLDOUT_MASK)) && (state.flag & PATH_RAY_CAMERA)) {
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if(kernel_data.background.transparent) {
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float3 holdout_weight;
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if(sd.flag & SD_HOLDOUT_MASK)
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if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
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holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
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else
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holdout_weight = shader_holdout_eval(kg, &sd);
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@@ -790,7 +790,7 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
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L_transparent += average(holdout_weight*throughput);
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}
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if(sd.flag & SD_HOLDOUT_MASK)
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if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
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break;
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}
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#endif /* __HOLDOUT__ */
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