#define __EMISSION__
#define __TEXTURES__
#define __HOLDOUT__
-//#define __MULTI_CLOSURE__
+#define __MULTI_CLOSURE__
//#define __TRANSPARENT_SHADOWS__
//#define __MULTI_LIGHT__
#endif
}
bool sunsky_done = false;
+ bool use_multi_closure = (scene->params.use_multi_closure && device->type() != DEVICE_OPENCL);
for(i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
scene->light_manager->need_update = true;
SVMCompiler compiler(scene->shader_manager, scene->image_manager,
- scene->params.use_multi_closure);
+ use_multi_closure);
compiler.sunsky = (sunsky_done)? NULL: &dscene->data.sunsky;
compiler.background = ((int)i == scene->default_background);
compiler.compile(shader, svm_nodes, i);