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Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h21
1 files changed, 10 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 86b2aa00776..2df21f1cda3 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -210,7 +210,7 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
- float rphase = path_state_rng_1D(kg, state, PRNG_PHASE);
+ float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
@@ -434,8 +434,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
sd,
&isect,
ray);
- float rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
- shader_eval_surface(kg, sd, state, rbsdf, state->flag);
+ shader_eval_surface(kg, sd, state, state->flag);
#ifdef __BRANCHED_PATH__
shader_merge_closures(sd);
#endif /* __BRANCHED_PATH__ */
@@ -483,17 +482,18 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* bssrdf scatter to a different location on the same object, replacing
* the closures with a diffuse BSDF */
if(sd->flag & SD_BSSRDF) {
- const ShaderClosure *sc = shader_bssrdf_pick(sd, &throughput);
+ float bssrdf_u, bssrdf_v;
+ path_state_rng_2D(kg,
+ state,
+ PRNG_BSDF_U,
+ &bssrdf_u, &bssrdf_v);
+
+ const ShaderClosure *sc = shader_bssrdf_pick(sd, &throughput, &bssrdf_u);
/* do bssrdf scatter step if we picked a bssrdf closure */
if(sc) {
uint lcg_state = lcg_state_init(state, 0x68bc21eb);
- float bssrdf_u, bssrdf_v;
- path_state_rng_2D(kg,
- state,
- PRNG_BSDF_U,
- &bssrdf_u, &bssrdf_v);
subsurface_scatter_step(kg,
sd,
state,
@@ -587,8 +587,7 @@ ccl_device_forceinline void kernel_path_integrate(
/* Setup and evaluate shader. */
shader_setup_from_ray(kg, &sd, &isect, ray);
- float rbsdf = path_state_rng_1D(kg, state, PRNG_BSDF);
- shader_eval_surface(kg, &sd, state, rbsdf, state->flag);
+ shader_eval_surface(kg, &sd, state, state->flag);
/* Apply shadow catcher, holdout, emission. */
if(!kernel_path_shader_apply(kg,