Cycles: some tweaks to try to get sm_13 shader compiling.
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@@ -112,7 +112,7 @@ __device float scale3(float result)
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return 0.9820f * result;
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}
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__device float perlin(float x, float y, float z)
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__device_noinline float perlin(float x, float y, float z)
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{
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int X; float fx = floorfrac(x, &X);
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int Y; float fy = floorfrac(y, &Y);
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@@ -135,7 +135,7 @@ __device float perlin(float x, float y, float z)
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return scale3(result);
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}
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__device float perlin_periodic(float x, float y, float z, float3 pperiod)
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__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
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{
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int X; float fx = floorfrac(x, &X);
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int Y; float fy = floorfrac(y, &Y);
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@@ -178,7 +178,7 @@ __device float snoise(float3 p)
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}
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/* cell noise */
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__device float cellnoise(float3 p)
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__device_noinline float cellnoise(float3 p)
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{
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uint ix = quick_floor(p.x);
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uint iy = quick_floor(p.y);
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@@ -210,7 +210,7 @@ __device float psnoise(float3 p, float3 pperiod)
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}
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/* turbulence */
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__device float turbulence(float3 P, int oct, bool hard)
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__device_noinline float turbulence(float3 P, int oct, bool hard)
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{
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float amp = 1.0f, fscale = 1.0f, sum = 0.0f;
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int i;
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