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Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h')
-rw-r--r--intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
index e94b33efaae..e16efebf5bb 100644
--- a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
+++ b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
@@ -40,24 +40,24 @@ typedef struct BsdfAshikhminVelvetClosure {
float m_invsigma2;
} BsdfAshikhminVelvetClosure;
-__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, float3 N, float sigma)
+__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, ShaderClosure *sc, float sigma)
{
sigma = fmaxf(sigma, 0.01f);
float m_invsigma2 = 1.0f/(sigma * sigma);
- sd->svm_closure = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
+ sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
- sd->svm_closure_data0 = m_invsigma2;
+ sc->data0 = m_invsigma2;
}
-__device void bsdf_ashikhmin_velvet_blur(ShaderData *sd, float roughness)
+__device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
{
}
-__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
+__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
- float m_invsigma2 = sd->svm_closure_data0;
+ float m_invsigma2 = sc->data0;
float3 m_N = sd->N;
float cosNO = dot(m_N, I);
@@ -89,19 +89,19 @@ __device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const f
return make_float3(0, 0, 0);
}
-__device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
+__device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
-__device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const float3 I)
+__device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
{
return 1.0f;
}
-__device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+__device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- float m_invsigma2 = sd->svm_closure_data0;
+ float m_invsigma2 = sc->data0;
float3 m_N = sd->N;
// we are viewing the surface from above - send a ray out with uniform