Cleanup: Code style.
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@@ -70,7 +70,7 @@ ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, c
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float out = 0.0f;
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if(fmaxf(sc->data0, sc->data1) <= 1e-4f)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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if(NdotI > 0.0f && NdotO > 0.0f) {
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NdotI = fmaxf(NdotI, 1e-6f);
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@@ -59,7 +59,7 @@ ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, co
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float cosHO = fabsf(dot(I, H));
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if(!(fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f))
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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float cosNHdivHO = cosNH / cosHO;
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cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
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@@ -80,7 +80,7 @@ ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, co
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return make_float3(out, out, out);
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}
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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@@ -277,7 +277,7 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, cons
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float3 N = sc->N;
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if(m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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float cosNO = dot(N, I);
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float cosNI = dot(N, omega_in);
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@@ -356,7 +356,7 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, cons
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return make_float3(out, out, out);
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}
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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@@ -368,13 +368,13 @@ ccl_device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, con
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float3 N = sc->N;
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if(!m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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float cosNO = dot(N, I);
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float cosNI = dot(N, omega_in);
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if(cosNO <= 0 || cosNI >= 0)
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return make_float3(0, 0, 0); /* vectors on same side -- not possible */
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return make_float3(0.0f, 0.0f, 0.0f); /* vectors on same side -- not possible */
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/* compute half-vector of the refraction (eq. 16) */
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float3 ht = -(m_eta * omega_in + I);
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@@ -627,7 +627,7 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderClosure *sc,
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float3 N = sc->N;
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if(m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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float cosNO = dot(N, I);
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float cosNI = dot(N, omega_in);
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@@ -709,7 +709,7 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderClosure *sc,
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return make_float3(out, out, out);
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}
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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@@ -721,13 +721,13 @@ ccl_device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc
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float3 N = sc->N;
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if(!m_refractive || fmaxf(alpha_x, alpha_y) <= 1e-4f)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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float cosNO = dot(N, I);
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float cosNI = dot(N, omega_in);
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if(cosNO <= 0 || cosNI >= 0)
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return make_float3(0, 0, 0);
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return make_float3(0.0f, 0.0f, 0.0f);
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/* compute half-vector of the refraction (eq. 16) */
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float3 ht = -(m_eta * omega_in + I);
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@@ -147,14 +147,14 @@ public: \
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\
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float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
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{ \
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pdf = 0; \
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return make_float3(0, 0, 0); \
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pdf = 0.0f; \
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return make_float3(0.0f, 0.0f, 0.0f); \
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} \
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\
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float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
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{ \
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pdf = 0; \
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return make_float3(0, 0, 0); \
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pdf = 0.0f; \
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return make_float3(0.0f, 0.0f, 0.0f); \
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} \
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\
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int sample(const float3 &Ng, \
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@@ -162,8 +162,8 @@ void Camera::update()
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transform_perspective(&rastertocamera, make_float3(0, 0, 0));
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}
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else {
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dx = make_float3(0, 0, 0);
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dy = make_float3(0, 0, 0);
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dx = make_float3(0.0f, 0.0f, 0.0f);
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dy = make_float3(0.0f, 0.0f, 0.0f);
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}
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dx = transform_direction(&cameratoworld, dx);
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@@ -33,7 +33,7 @@ ShaderInput::ShaderInput(ShaderNode *parent_, const char *name_, ShaderSocketTyp
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name = name_;
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type = type_;
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link = NULL;
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value = make_float3(0, 0, 0);
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value = make_float3(0.0f, 0.0f, 0.0f);
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stack_offset = SVM_STACK_INVALID;
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default_value = NONE;
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usage = USE_ALL;
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