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Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 4ac07d86dda..96ecc624067 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -27,7 +27,7 @@ ccl_device_noinline_cpu float3 direct_emissive_eval(KernelGlobals *kg,
float time)
{
/* setup shading at emitter */
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+ float3 eval = zero_float3();
if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) {
@@ -146,13 +146,13 @@ ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
/* use visibility flag to skip lights */
if (ls->shader & SHADER_EXCLUDE_ANY) {
if (ls->shader & SHADER_EXCLUDE_DIFFUSE)
- eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
+ eval->diffuse = zero_float3();
if (ls->shader & SHADER_EXCLUDE_GLOSSY)
- eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
+ eval->glossy = zero_float3();
if (ls->shader & SHADER_EXCLUDE_TRANSMIT)
- eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
+ eval->transmission = zero_float3();
if (ls->shader & SHADER_EXCLUDE_SCATTER)
- eval->volume = make_float3(0.0f, 0.0f, 0.0f);
+ eval->volume = zero_float3();
}
#endif
@@ -266,7 +266,7 @@ ccl_device_noinline_cpu void indirect_lamp_emission(KernelGlobals *kg,
/* shadow attenuation */
Ray volume_ray = *ray;
volume_ray.t = ls.t;
- float3 volume_tp = make_float3(1.0f, 1.0f, 1.0f);
+ float3 volume_tp = one_float3();
kernel_volume_shadow(kg, emission_sd, state, &volume_ray, &volume_tp);
lamp_L *= volume_tp;
}
@@ -303,11 +303,11 @@ ccl_device_noinline_cpu float3 indirect_background(KernelGlobals *kg,
((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
- return make_float3(0.0f, 0.0f, 0.0f);
+ return zero_float3();
}
/* Evaluate background shader. */
- float3 L = make_float3(0.0f, 0.0f, 0.0f);
+ float3 L = zero_float3();
if (!shader_constant_emission_eval(kg, shader, &L)) {
# ifdef __SPLIT_KERNEL__
Ray priv_ray = *ray;