Damn! Commit for render passes in wrong dir....
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@@ -48,22 +48,50 @@ typedef struct ShadeResult
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float combined[4];
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float col[4];
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float alpha;
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float diff[3];
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float diff[3]; /* includes ramps, shadow, etc */
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float diff_raw[3]; /* pure diffuse, no shadow no ramps */
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float spec[3];
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float shad[3];
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float ao[3];
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float ray[3];
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float refl[3];
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float refr[3];
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float nor[3];
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float winspeed[4];
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} ShadeResult;
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/* only here for quick copy */
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struct ShadeInputCopy {
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struct Material *mat;
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struct VlakRen *vlr;
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int facenr;
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float facenor[3]; /* copy from face */
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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};
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/* localized renderloop data */
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typedef struct ShadeInput
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{
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/* copy from face, also to extract tria from quad */
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/* note it mirrors a struct above for quick copy */
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struct Material *mat;
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struct VlakRen *vlr;
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float co[3];
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int facenr;
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float facenor[3]; /* copy from face */
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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/* internal face coordinates */
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float u, v, dx_u, dx_v, dy_u, dy_v;
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float co[3], view[3];
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/* copy from material, keep synced so we can do memcopy */
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/* current size: 23*4 */
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@@ -86,7 +114,7 @@ typedef struct ShadeInput
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/* texture coordinates */
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float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
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float vn[3], vno[3], facenor[3], view[3], refcol[4], displace[3];
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float refcol[4], displace[3];
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float strand, tang[3], stress, winspeed[4];
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/* dx/dy OSA coordinates */
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@@ -100,14 +128,20 @@ typedef struct ShadeInput
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float dxrefract[3], dyrefract[3];
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float dxstrand, dystrand;
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int xs, ys; /* pixel to be rendered */
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short do_preview; /* for nodes, in previewrender */
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short thread;
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short osatex, puno;
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/* AO is a pre-process now */
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float ao[3];
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int xs, ys; /* pixel to be rendered */
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short osatex;
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int mask;
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int depth; /* 1 or larger on raytrace shading */
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int facenr;
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int depth; /* 1 or larger on raytrace shading */
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/* from initialize, part or renderlayer */
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short do_preview; /* for nodes, in previewrender */
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short thread, sample; /* sample: ShadeSample array index */
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unsigned int lay;
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int layflag, passflag;
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} ShadeInput;
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