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authorThomas Dinges <blender@dingto.org>2015-02-17 15:43:12 +0300
committerThomas Dinges <blender@dingto.org>2015-02-17 15:44:25 +0300
commitbf878d3c3d39b0f460add02514f5a32dc8169613 (patch)
tree30e8ea698ade339af9fabcfe2d2f71ffe1ab7192 /intern/cycles/kernel/closure/bsdf_toon.h
parent4660c00ac57effeb9598bb3083900dc354a4f43f (diff)
Cycles: Remove empty closure blur code and the corresponding entries in the switch.
Most compilers will probably optimize that out, but I still don't see a reason to keep it.
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_toon.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_toon.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h
index 797fa4227ae..df03942638f 100644
--- a/intern/cycles/kernel/closure/bsdf_toon.h
+++ b/intern/cycles/kernel/closure/bsdf_toon.h
@@ -46,10 +46,6 @@ ccl_device int bsdf_diffuse_toon_setup(ShaderClosure *sc)
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
-ccl_device void bsdf_diffuse_toon_blur(ShaderClosure *sc, float roughness)
-{
-}
-
ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
{
float is;
@@ -130,10 +126,6 @@ ccl_device int bsdf_glossy_toon_setup(ShaderClosure *sc)
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
-ccl_device void bsdf_glossy_toon_blur(ShaderClosure *sc, float roughness)
-{
-}
-
ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float max_angle = sc->data0*M_PI_2_F;