@@ -341,7 +341,7 @@ __kernel void ShadeSurface(
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// Check if we are hitting from the inside
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float backfacing = dot (diffgeo .ng , wi ) < 0.f ;
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- int twosided = diffgeo .mat .twosided ;
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+ int twosided = diffgeo .mat .twosided ;
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if (twosided && backfacing )
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{
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// Reverse normal and tangents in this case
@@ -414,6 +414,7 @@ __kernel void ShadeSurface(
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// Check if we need to apply normal map
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//ApplyNormalMap(&diffgeo, TEXTURE_ARGS);
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DifferentialGeometry_ApplyBumpMap (& diffgeo , TEXTURE_ARGS );
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+ //DifferentialGeometry_ApplyNormalMap(&diffgeo, TEXTURE_ARGS);
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DifferentialGeometry_CalculateTangentTransforms (& diffgeo );
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float lightpdf = 0.f ;
@@ -459,7 +460,7 @@ __kernel void ShadeSurface(
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// Generate shadow ray
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float shadow_ray_length = 0.999f * (1.f - CRAZY_LOW_DISTANCE ) * length (wo );
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float3 shadow_ray_dir = normalize (wo );
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- float3 shadow_ray_o = diffgeo .p + CRAZY_LOW_DISTANCE * s * diffgeo .n ;
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+ float3 shadow_ray_o = diffgeo .p + CRAZY_LOW_DISTANCE * s * diffgeo .ng ;
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int shadow_ray_mask = Bxdf_IsSingular (& diffgeo ) ? 0xFFFFFFFF : 0x0000FFFF ;
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Ray_Init (shadowrays + globalid , shadow_ray_o , shadow_ray_dir , shadow_ray_length , 0.f , shadow_ray_mask );
@@ -473,7 +474,7 @@ __kernel void ShadeSurface(
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}
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// And write the light sample
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- lightsamples [globalid ] = REASONABLE_RADIANCE (radiance );
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+ lightsamples [globalid ] = REASONABLE_RADIANCE (radiance );
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}
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else
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{
@@ -511,7 +512,7 @@ __kernel void ShadeSurface(
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// Generate ray
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float3 indirect_ray_dir = bxdfwo ;
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- float3 indirect_ray_o = diffgeo .p + CRAZY_LOW_DISTANCE * s * diffgeo .n ;
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+ float3 indirect_ray_o = diffgeo .p + CRAZY_LOW_DISTANCE * s * diffgeo .ng ;
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Ray_Init (indirectrays + globalid , indirect_ray_o , indirect_ray_dir , CRAZY_HIGH_DISTANCE , 0.f , 0xFFFFFFFF );
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Ray_SetExtra (indirectrays + globalid , make_float2 (bxdfpdf , fabs (dot (diffgeo .n , bxdfwo ))));
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