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Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index 3994d8d4954..010988d2a02 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -339,8 +339,8 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* scatter 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_for_decision(kg, &ps, PRNG_PHASE);
- float rscatter = path_state_rng_1D_for_decision(kg, &ps, PRNG_SCATTER_DISTANCE);
+ float rphase = path_state_rng_1D(kg, &ps, PRNG_PHASE_CHANNEL);
+ float rscatter = path_state_rng_1D(kg, &ps, PRNG_SCATTER_DISTANCE);
VolumeIntegrateResult result = kernel_volume_decoupled_scatter(kg,
&ps, &pray, &sd, &tp, rphase, rscatter, &volume_segment, NULL, false);
@@ -439,7 +439,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* Setup and evaluate shader. */
shader_setup_from_ray(kg, &sd, &isect, &ray);
- shader_eval_surface(kg, &sd, &state, 0.0f, state.flag);
+ shader_eval_surface(kg, &sd, &state, state.flag);
shader_merge_closures(&sd);
/* Apply shadow catcher, holdout, emission. */
@@ -466,7 +466,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
break;
}
else if(probability != 1.0f) {
- float terminate = path_state_rng_1D_for_decision(kg, &state, PRNG_TERMINATE);
+ float terminate = path_state_rng_1D(kg, &state, PRNG_TERMINATE);
if(terminate >= probability)
break;