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Searched refs:PATH_RAY_SHADOW (Results 1 – 8 of 8) sorted by relevance

/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/
H A Dkernel_shadow.h74 shader_eval_surface(kg, shadow_sd, state, NULL, PATH_RAY_SHADOW); in shadow_handle_transparent_isect()
404 PATH_RAY_SHADOW; in shadow_blocked()
406 const uint visibility = PATH_RAY_SHADOW; in shadow_blocked()
H A Dkernel_shader.h1069 if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { in shader_eval_surface()
1260 if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) { in shader_eval_volume()
H A Dkernel_path.h68 visibility = PATH_RAY_SHADOW; in kernel_path_scene_intersect()
H A Dkernel_types.h290 PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE | PATH_RAY_SHADOW_TRANSPARENT), enumerator
H A Dkernel_volume.h48 shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW); in volume_shader_extinction_sample()
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/svm/
H A Dsvm_light_path.h35 info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f; in svm_node_light_path()
H A Dsvm_closure.h1035 if (path_flag & PATH_RAY_SHADOW) { in svm_node_principled_volume()
/dports/graphics/blender/blender-2.91.0/intern/cycles/blender/
H A Dblender_util.h607 flag |= get_boolean(cvisibility, "shadow") ? PATH_RAY_SHADOW : 0; in object_ray_visibility()