Style cleanup: indentation, braces
This commit is contained in:
@@ -1304,21 +1304,21 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
|
||||
/* do subsurface scatter step with copy of shader data, this will
|
||||
* replace the BSSRDF with a diffuse BSDF closure */
|
||||
for(int j = 0; j < num_samples; j++) {
|
||||
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_branched_rng_2D(kg, &bssrdf_rng, &state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
|
||||
ShaderData bssrdf_sd[BSSRDF_MAX_HITS];
|
||||
float bssrdf_u, bssrdf_v;
|
||||
path_branched_rng_2D(kg, &bssrdf_rng, &state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
|
||||
int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
|
||||
|
||||
/* compute lighting with the BSDF closure */
|
||||
for(int hit = 0; hit < num_hits; hit++) {
|
||||
PathState hit_state = state;
|
||||
/* compute lighting with the BSDF closure */
|
||||
for(int hit = 0; hit < num_hits; hit++) {
|
||||
PathState hit_state = state;
|
||||
|
||||
path_state_branch(&hit_state, j, num_samples);
|
||||
path_state_branch(&hit_state, j, num_samples);
|
||||
|
||||
kernel_branched_path_integrate_lighting(kg, rng,
|
||||
&bssrdf_sd[hit], throughput, num_samples_inv,
|
||||
&hit_state, &L, buffer);
|
||||
}
|
||||
kernel_branched_path_integrate_lighting(kg, rng,
|
||||
&bssrdf_sd[hit], throughput, num_samples_inv,
|
||||
&hit_state, &L, buffer);
|
||||
}
|
||||
}
|
||||
|
||||
state.flag &= ~PATH_RAY_BSSRDF_ANCESTOR;
|
||||
|
Reference in New Issue
Block a user