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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_transparent.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_transparent.h28
1 files changed, 15 insertions, 13 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_transparent.h b/intern/cycles/kernel/closure/bsdf_transparent.h
index f1dc7efb345..8313ab964d7 100644
--- a/intern/cycles/kernel/closure/bsdf_transparent.h
+++ b/intern/cycles/kernel/closure/bsdf_transparent.h
@@ -34,7 +34,9 @@
CCL_NAMESPACE_BEGIN
-ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int path_flag)
+ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd,
+ const float3 weight,
+ int path_flag)
{
/* Check cutoff weight. */
float sample_weight = fabsf(average(weight));
@@ -47,7 +49,7 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int
/* Add weight to existing transparent BSDF. */
for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
+ ccl_private ShaderClosure *sc = &sd->closure[i];
if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
sc->weight += weight;
@@ -68,7 +70,7 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int
}
/* Create new transparent BSDF. */
- ShaderClosure *bsdf = closure_alloc(
+ ccl_private ShaderClosure *bsdf = closure_alloc(
sd, sizeof(ShaderClosure), CLOSURE_BSDF_TRANSPARENT_ID, weight);
if (bsdf) {
@@ -81,34 +83,34 @@ ccl_device void bsdf_transparent_setup(ShaderData *sd, const float3 weight, int
}
}
-ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc,
+ccl_device float3 bsdf_transparent_eval_reflect(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
- float *pdf)
+ ccl_private float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
-ccl_device float3 bsdf_transparent_eval_transmit(const ShaderClosure *sc,
+ccl_device float3 bsdf_transparent_eval_transmit(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
- float *pdf)
+ ccl_private float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
-ccl_device int bsdf_transparent_sample(const ShaderClosure *sc,
+ccl_device int bsdf_transparent_sample(ccl_private 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)
+ ccl_private float3 *eval,
+ ccl_private float3 *omega_in,
+ ccl_private float3 *domega_in_dx,
+ ccl_private float3 *domega_in_dy,
+ ccl_private float *pdf)
{
// only one direction is possible
*omega_in = -I;