#ifdef __NON_PROGRESSIVE__
__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
- float3 throughput, float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
+ float3 throughput, float throughput_normalize,
+ float min_ray_pdf, float ray_pdf, PathState state, int rng_offset, PathRadiance *L)
{
#ifdef __LAMP_MIS__
float ray_t = 0.0f;
/* path termination. this is a strange place to put the termination, it's
* mainly due to the mixed in MIS that we use. gives too many unneeded
* shader evaluations, only need emission if we are going to terminate */
- float probability = path_state_terminate_probability(kg, &state, throughput);
+ float probability = path_state_terminate_probability(kg, &state, throughput*throughput_normalize);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
if(terminate >= probability) {
#endif
kernel_path_indirect(kg, rng, sample*num_samples + j, bsdf_ray, buffer,
- tp*num_samples_inv, min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, &L);
+ tp*num_samples_inv, num_samples,
+ min_ray_pdf, bsdf_pdf, ps, rng_offset+PRNG_BOUNCE_NUM, &L);
}
}