24 sd->closure_transparent_extinction += weight;
27 for (
int i = 0; i < sd->num_closure; i++) {
32 sc->sample_weight += sample_weight;
39 sd->closure_transparent_extinction = weight;
45 sd->num_closure_left = 1;
53 bsdf->sample_weight = sample_weight;
57 sd->num_closure_left = 0;
95 #ifdef __RAY_DIFFERENTIALS__
96 *domega_in_dx = -dIdx;
97 *domega_in_dy = -dIdy;
CCL_NAMESPACE_BEGIN ccl_device ccl_private ShaderClosure * closure_alloc(ccl_private ShaderData *sd, int size, ClosureType type, float3 weight)
ccl_device float3 bsdf_transparent_eval_reflect(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf)
ccl_device float3 bsdf_transparent_eval_transmit(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf)
ccl_device int bsdf_transparent_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, ccl_private float3 *eval, ccl_private float3 *omega_in, ccl_private float3 *domega_in_dx, ccl_private float3 *domega_in_dy, ccl_private float *pdf)
CCL_NAMESPACE_BEGIN ccl_device void bsdf_transparent_setup(ccl_private ShaderData *sd, const float3 weight, uint32_t path_flag)
#define CCL_NAMESPACE_END
@ CLOSURE_BSDF_TRANSPARENT_ID
#define CLOSURE_WEIGHT_CUTOFF
ccl_device_inline float average(const float2 &a)