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authorThomas Dinges <blender@dingto.org>2012-12-11 20:06:03 +0400
committerThomas Dinges <blender@dingto.org>2012-12-11 20:06:03 +0400
commit188718a3d57f3d869f228142ae30cce904e0e2e8 (patch)
tree8139c3d28378a5dd44aa5b0e187abeeb99d49516 /intern/cycles/kernel/shaders/node_convert_from_point.osl
parent92ae023a90adcac43a8079978eded9e0ca26a1ae (diff)
OSL Shader Files:
* Simplify default color values, where each component was the same. * Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_convert_from_point.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_convert_from_point.osl2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_convert_from_point.osl b/intern/cycles/kernel/shaders/node_convert_from_point.osl
index 8a315828c55..8ea7d380247 100644
--- a/intern/cycles/kernel/shaders/node_convert_from_point.osl
+++ b/intern/cycles/kernel/shaders/node_convert_from_point.osl
@@ -24,7 +24,7 @@ shader node_convert_from_point(
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
- output color Color = color(0.0, 0.0, 0.0),
+ output color Color = 0.0,
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);