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authorSergey Sharybin <sergey.vfx@gmail.com>2016-01-07 09:45:13 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-01-07 09:45:13 +0300
commit9f2d33a6524d40c1e01a3fec8dab276094bf9940 (patch)
treeba93c39d0d92d5f202fec0d3ceb84c14695225e4 /intern/cycles/render/shader.cpp
parent3da0af1464947df6d8002166332f2e74b0a85aaf (diff)
Cycles: Fix wrong transparency flag being set to integrator
Patch from be28706 made it so integrator will use last shader's transparent shadow flag, which is wrong since last shader might not have transparent shadow while shaders prior to it might have one.
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index d6e854b0b5c..6e8004e6ce8 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -386,7 +386,7 @@ void ShaderManager::device_update_common(Device *device,
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
- has_transparent_shadow = (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
+ has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);