Fix cycles AO issue, still was missing AO pass for black/non-diffuse objects.
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@@ -619,7 +619,10 @@ __device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_facto
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}
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}
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*N = normalize(*N);
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if(is_zero(*N))
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*N = sd->N;
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else
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*N = normalize(*N);
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return eval;
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#else
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