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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-17 16:17:17 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-17 16:17:17 +0400 |
commit | afb75ad2af0c30f1bc6fd252ca115a59d04e3b85 (patch) | |
tree | bf26823ca7542e7b5cd2e455fa551006d6be4500 /intern/cycles/kernel/svm/bsdf_transparent.h | |
parent | 0551aa14bb2e58e79200823cde6d71c2288ca7fa (diff) |
Cycles: add Tangent input for Anisotropic BSDF.
Also refactor SVM BSDF code, preparing it to be shared with OSL.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_transparent.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_transparent.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_transparent.h b/intern/cycles/kernel/svm/bsdf_transparent.h index 511836cdfa2..8427862a86b 100644 --- a/intern/cycles/kernel/svm/bsdf_transparent.h +++ b/intern/cycles/kernel/svm/bsdf_transparent.h @@ -45,28 +45,28 @@ __device void bsdf_transparent_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -__device float3 bsdf_transparent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -__device float bsdf_transparent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) +__device float bsdf_transparent_albedo(const ShaderClosure *sc, const float3 I) { return 1.0f; } -__device int bsdf_transparent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +__device int bsdf_transparent_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { // only one direction is possible - *omega_in = -sd->I; + *omega_in = -I; #ifdef __RAY_DIFFERENTIALS__ - *domega_in_dx = -sd->dI.dx; - *domega_in_dy = -sd->dI.dy; + *domega_in_dx = -dIdx; + *domega_in_dy = -dIdy; #endif *pdf = 1; *eval = make_float3(1, 1, 1); |