Cleanup: Style in for loops header.
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@@ -61,7 +61,7 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
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RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
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PathState *state, PathRadiance *L)
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{
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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const ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
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if(!CLOSURE_IS_BSDF(sc->type))
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@@ -113,7 +113,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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Ray *ray,
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float3 throughput)
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{
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
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if(!CLOSURE_IS_BSSRDF(sc->type))
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