Code cleanup: avoid some warnings due to implicit uint/int/float/double conversion.
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@@ -28,8 +28,8 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
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/* setup shader data */
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int object = in.x;
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int prim = in.y;
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float u = __int_as_float(in.z);
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float v = __int_as_float(in.w);
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float u = __uint_as_float(in.z);
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float v = __uint_as_float(in.w);
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shader_setup_from_displace(kg, &sd, object, prim, u, v);
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@@ -41,8 +41,8 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
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else { // SHADER_EVAL_BACKGROUND
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/* setup ray */
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Ray ray;
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float u = __int_as_float(in.x);
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float v = __int_as_float(in.y);
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float u = __uint_as_float(in.x);
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float v = __uint_as_float(in.y);
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ray.P = make_float3(0.0f, 0.0f, 0.0f);
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ray.D = equirectangular_to_direction(u, v);
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