Code style.

This commit is contained in:
Thomas Dinges
2014-09-26 02:04:18 +02:00
parent a3bb1dca25
commit ff4a867dc0

View File

@@ -360,7 +360,7 @@ ccl_device void kernel_branched_path_ao(KernelGlobals *kg, ShaderData *sd, PathR
#ifdef __SUBSURFACE__
# ifdef __VOLUME__
#ifdef __VOLUME__
ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
Ray *ray,
VolumeStack *stack)
@@ -391,7 +391,7 @@ ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
}
}
}
# endif
#endif
ccl_device bool kernel_path_subsurface_scatter(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, Ray *ray, float3 *throughput)
{
@@ -800,9 +800,9 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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);
# ifdef __VOLUME__
#ifdef __VOLUME__
Ray volume_ray = *ray;
# endif
#endif
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {