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Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h7
1 files changed, 2 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index f53c032ca7b..459ee8567cc 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -36,10 +36,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
* 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 */
+ * the cases were we do want transparency. */
if(shader_transparent_shadow(kg, &isect)) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
@@ -95,7 +92,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
/* setup shader data at surface */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, ray, ps.bounce+1, ps.transparent_bounce);
+ shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1, bounce);
/* attenuation from transparent surface */
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {