Code refactor: sum transparent and absorption weights outside closures.
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@@ -764,30 +764,30 @@ ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughn
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ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd)
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{
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if(sd->flag & SD_HAS_ONLY_VOLUME)
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if(sd->flag & SD_HAS_ONLY_VOLUME) {
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return make_float3(1.0f, 1.0f, 1.0f);
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
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eval += sc->weight;
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}
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return eval;
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else if(sd->flag & SD_TRANSPARENT) {
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return sd->closure_transparent_extinction;
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}
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else {
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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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ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd)
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{
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(sd->flag & SD_TRANSPARENT) {
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
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sc->sample_weight = 0.0f;
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sc->weight = make_float3(0.0f, 0.0f, 0.0f);
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
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sc->sample_weight = 0.0f;
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sc->weight = make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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sd->flag &= ~SD_TRANSPARENT;
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}
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}
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