@@ -550,7 +550,7 @@ class MatteShader: public BaseShader
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Film::RGBA operator ()(const Vec3R& xyz, const Vec3R&, const Vec3R&) const override
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{
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using RealT = Film::RGBA::ValueT;
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typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
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SamplerType::sample (mAcc , mXform ->worldToIndex (xyz), v);
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return Film::RGBA (RealT (v[0 ]), RealT (v[1 ]), RealT (v[2 ]));
@@ -599,7 +599,7 @@ class NormalShader: public BaseShader
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Film::RGBA operator ()(const Vec3R& xyz, const Vec3R& normal, const Vec3R&) const override
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{
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using RealT = Film::RGBA::ValueT;
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typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
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SamplerType::sample (mAcc , mXform ->worldToIndex (xyz), v);
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return Film::RGBA (RealT (v[0 ])*(normal[0 ]+1.0 ),
@@ -656,7 +656,7 @@ class PositionShader: public BaseShader
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Film::RGBA operator ()(const Vec3R& xyz, const Vec3R&, const Vec3R&) const override
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{
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using RealT = Film::RGBA::ValueT;
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typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
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SamplerType::sample (mAcc , mXform ->worldToIndex (xyz), v);
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const Vec3R rgb = (xyz - mMin ) * mInvDim ;
@@ -713,7 +713,7 @@ class DiffuseShader: public BaseShader
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Film::RGBA operator ()(const Vec3R& xyz, const Vec3R& normal, const Vec3R& rayDir) const override
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{
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using RealT = Film::RGBA::ValueT;
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typename GridT::ValueType v = zeroVal<typename GridT::ValueType>();
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SamplerType::sample (mAcc , mXform ->worldToIndex (xyz), v);
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// We take the abs of the dot product corresponding to having
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