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 D | kernel_shadow.h | 74 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()
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H A D | kernel_shader.h | 1069 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()
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H A D | kernel_path.h | 68 visibility = PATH_RAY_SHADOW; in kernel_path_scene_intersect()
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H A D | kernel_types.h | 290 PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE | PATH_RAY_SHADOW_TRANSPARENT), enumerator
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H A D | kernel_volume.h | 48 shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW); in volume_shader_extinction_sample()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/svm/ |
H A D | svm_light_path.h | 35 info = (path_flag & PATH_RAY_SHADOW) ? 1.0f : 0.0f; in svm_node_light_path()
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H A D | svm_closure.h | 1035 if (path_flag & PATH_RAY_SHADOW) { in svm_node_principled_volume()
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/dports/graphics/blender/blender-2.91.0/intern/cycles/blender/ |
H A D | blender_util.h | 607 flag |= get_boolean(cvisibility, "shadow") ? PATH_RAY_SHADOW : 0; in object_ray_visibility()
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