Fix 2 GLSL errors, with Cycles Hair BSDF.
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@ -2181,7 +2181,7 @@ void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float shar
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node_bsdf_diffuse(color, 0.0, N, result);
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}
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void node_bsdf_hair(vec4 color, float roughnessu, float roughnessv, out vec4 result)
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void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv, out vec4 result)
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{
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result = color;
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}
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@ -43,9 +43,6 @@ static bNodeSocketTemplate sh_node_bsdf_hair_out[] = {
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static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[2].link)
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in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
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return GPU_stack_link(mat, "node_bsdf_hair", in, out);
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}
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