Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
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		@@ -362,7 +362,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
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				}
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				else {
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					/* use current scene world to light sphere */
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					if (ma->pr_type == MA_SPHERE_A)
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					if (mat->pr_type == MA_SPHERE_A)
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						sce->world = scene->world;
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				}
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