diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path_branched.h | 8 |
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; |