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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
commitbae896691aa3d7bb2a75292da3cc490894996b01 (patch)
tree9c3703f11ccdf76c575c2ea18b70dee1ff665913 /intern/cycles/kernel/kernel_shader.h
parentd48e4fc92be346810baa8cac595ab0a735882a87 (diff)
Cycles:
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h20
1 files changed, 20 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index c4fc65596b2..ed3aec21207 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -342,6 +342,26 @@ __device void shader_emissive_sample(KernelGlobals *kg, ShaderData *sd,
}
}
+/* Holdout */
+
+__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
+{
+#ifdef WITH_OSL
+ if(kg->osl.use) {
+ return OSLShader::holdout_eval(sd);
+ }
+ else
+#endif
+ {
+#ifdef __SVM__
+ if(sd->svm_closure == CLOSURE_HOLDOUT_ID)
+ return make_float3(1.0f, 1.0f, 1.0f);
+ else
+ return make_float3(0.0f, 0.0f, 0.0f);
+#endif
+ }
+}
+
/* Surface Evaluation */
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,