Workbench/Eeevee: Minor refactor in smoke draw function
More concise this way.
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@ -504,12 +504,7 @@ static bool eevee_volume_object_mesh_init(Scene *scene,
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#endif
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if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS) /* && show_smoke */) {
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if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
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GPU_create_smoke(fmd, 0);
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}
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else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
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GPU_create_smoke(fmd, 1);
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}
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GPU_create_smoke(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
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BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(fmd));
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}
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@ -81,11 +81,8 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
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if (fds->use_coba) {
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GPU_create_smoke_coba_field(fmd);
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}
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else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
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GPU_create_smoke(fmd, 0);
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}
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else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
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GPU_create_smoke(fmd, 1);
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else {
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GPU_create_smoke(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
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}
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if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) ||
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