Fix principled BSDF incorrectly missing subsurface component with base color black.
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@ -158,7 +158,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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}
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/* diffuse */
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if(fabsf(average(base_color)) > CLOSURE_WEIGHT_CUTOFF) {
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if(fabsf(average(mixed_ss_base_color)) > CLOSURE_WEIGHT_CUTOFF) {
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if(subsurface < CLOSURE_WEIGHT_CUTOFF && diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
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float3 diff_weight = weight * base_color * diffuse_weight;
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