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@@ -360,7 +360,7 @@ ccl_device void kernel_branched_path_ao(KernelGlobals *kg, ShaderData *sd, PathR
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#ifdef __SUBSURFACE__
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# ifdef __VOLUME__
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#ifdef __VOLUME__
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ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
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Ray *ray,
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VolumeStack *stack)
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@@ -391,7 +391,7 @@ ccl_device void kernel_path_subsurface_update_volume_stack(KernelGlobals *kg,
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}
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}
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}
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# endif
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#endif
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ccl_device bool kernel_path_subsurface_scatter(KernelGlobals *kg, ShaderData *sd, PathRadiance *L, PathState *state, RNG *rng, Ray *ray, float3 *throughput)
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{
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@@ -800,9 +800,9 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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float bssrdf_u, bssrdf_v;
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path_branched_rng_2D(kg, &bssrdf_rng, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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int num_hits = subsurface_scatter_multi_step(kg, sd, bssrdf_sd, state->flag, sc, &lcg_state, bssrdf_u, bssrdf_v, true);
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# ifdef __VOLUME__
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#ifdef __VOLUME__
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Ray volume_ray = *ray;
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# endif
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#endif
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/* compute lighting with the BSDF closure */
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for(int hit = 0; hit < num_hits; hit++) {
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