Better calculation of the Disney diffuse part
Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps
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@@ -40,8 +40,8 @@ CCL_NAMESPACE_BEGIN
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ccl_device float3 calculate_disney_diffuse_brdf(const ShaderClosure *sc,
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float3 N, float3 V, float3 L, float3 H, float *pdf)
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{
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float NdotL = dot(N, L);
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float NdotV = dot(N, V);
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float NdotL = max(dot(N, L), 0.0f);
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float NdotV = max(dot(N, V), 0.0f);
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if (NdotL < 0 || NdotV < 0) {
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*pdf = 0.0f;
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