Fix T91714: Cycles direct/indirect clamp distinction not working correctly

This commit is contained in:
Brecht Van Lommel 2021-09-27 14:23:56 +02:00
parent 2a0db195c9
commit 4a562f5077
Notes: blender-bot 2023-02-14 04:31:04 +01:00
Referenced by issue #91714, Indirect light clamping doesn't clamp indirect
1 changed files with 1 additions and 1 deletions

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@ -386,7 +386,7 @@ ccl_device_inline void kernel_accum_light(INTEGRATOR_STATE_CONST_ARGS,
{
/* The throughput for shadow paths already contains the light shader evaluation. */
float3 contribution = INTEGRATOR_STATE(shadow_path, throughput);
kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(shadow_path, bounce) - 1);
kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(shadow_path, bounce));
ccl_global float *buffer = kernel_accum_pixel_render_buffer(INTEGRATOR_STATE_PASS,
render_buffer);