diff options
author | Martijn Berger <mberger@denc.com> | 2014-09-24 15:34:28 +0400 |
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committer | Martijn Berger <mberger@denc.com> | 2014-09-24 15:34:28 +0400 |
commit | 25ec0d97f988154583295335c22a9ccd7894fe65 (patch) | |
tree | cab4dd66d4467e46a753d5d179c4a5990e0b96ca /intern/cycles/kernel/kernel_shader.h | |
parent | cbffc7499ef89cac19c07ee2116b8e1e5d38afe5 (diff) |
make "tri_shader" an int instead of a float
tri_shader does no longer need to a float.
Reviewers: dingto, sergey
Reviewed By: dingto, sergey
Subscribers: dingto
Projects: #cycles
Differential Revision: https://developer.blender.org/D789
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shader.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index e7c16c1db6e..db08c328d7e 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -87,7 +87,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, if(sd->type & PRIMITIVE_TRIANGLE) { /* static triangle */ float3 Ng = triangle_normal(kg, sd); - sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim)); + sd->shader = kernel_tex_fetch(__tri_shader, sd->prim); /* vectors */ sd->P = triangle_refine(kg, sd, isect, ray); @@ -166,7 +166,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat /* fetch triangle data */ if(sd->type == PRIMITIVE_TRIANGLE) { float3 Ng = triangle_normal(kg, sd); - sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim)); + sd->shader = kernel_tex_fetch(__tri_shader, sd->prim); /* static triangle */ sd->P = triangle_refine_subsurface(kg, sd, isect, ray); @@ -1026,7 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect #ifdef __HAIR__ if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) { #endif - shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim)); + shader = kernel_tex_fetch(__tri_shader, prim); #ifdef __HAIR__ } else { |