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Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index e41a5a62c14..16fd0499b00 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -59,7 +59,7 @@ __device_inline void path_state_init(PathState *state)
__device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label)
{
/* ray through transparent keeps same flags from previous ray and is
- not counted as a regular bounce, transparent has separate max */
+ * not counted as a regular bounce, transparent has separate max */
if(label & LABEL_TRANSPARENT) {
state->flag |= PATH_RAY_TRANSPARENT;
state->transparent_bounce++;
@@ -159,13 +159,13 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
#ifdef __TRANSPARENT_SHADOWS__
if(result && kernel_data.integrator.transparent_shadows) {
/* transparent shadows work in such a way to try to minimize overhead
- in cases where we don't need them. after a regular shadow ray is
- cast we check if the hit primitive was potentially transparent, and
- only in that case start marching. this gives on extra ray cast for
- the cases were we do want transparency.
-
- also note that for this to work correct, multi close sampling must
- be used, since we don't pass a random number to shader_eval_surface */
+ * in cases where we don't need them. after a regular shadow ray is
+ * cast we check if the hit primitive was potentially transparent, and
+ * only in that case start marching. this gives on extra ray cast for
+ * the cases were we do want transparency.
+ *
+ * also note that for this to work correct, multi close sampling must
+ * be used, since we don't pass a random number to shader_eval_surface */
if(shader_transparent_shadow(kg, &isect)) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
@@ -266,7 +266,7 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R
kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput);
/* blurring of bsdf after bounces, for rays that have a small likelihood
- of following this particular path (diffuse, rough glossy) */
+ * of following this particular path (diffuse, rough glossy) */
if(kernel_data.integrator.filter_glossy != FLT_MAX) {
float blur_pdf = kernel_data.integrator.filter_glossy*min_ray_pdf;
@@ -305,8 +305,8 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R
#endif
/* path termination. this is a strange place to put the termination, it's
- mainly due to the mixed in MIS that we use. gives too many unneeded
- shader evaluations, only need emission if we are going to terminate */
+ * mainly due to the mixed in MIS that we use. gives too many unneeded
+ * shader evaluations, only need emission if we are going to terminate */
float probability = path_state_terminate_probability(kg, &state, throughput);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);