Base color now applied again to the refraction of transparent Disney
materials
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@@ -404,7 +404,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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#endif
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/* refraction */
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float3 spec_refr_weight = weight * (1.0f - specular_weight) * (1.0f - fresnel);
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float3 spec_refr_weight = baseColor * weight * (1.0f - specular_weight) * (1.0f - fresnel);
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float spec_refr_sample_weight = fabsf(average(spec_refr_weight));
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if (spec_refr_sample_weight > CLOSURE_WEIGHT_CUTOFF) {
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