Commit: 1dbd3ae6291349f044c6eaa9b87b8e686f476865
Author: Brecht Van Lommel
Date:   Wed Feb 26 16:55:50 2014 +0100
https://developer.blender.org/rB1dbd3ae6291349f044c6eaa9b87b8e686f476865

Fix T38831: blender internal enabling shadow pass changes material node diffuse.

It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.

===================================================================

M       source/blender/nodes/shader/nodes/node_shader_material.c
M       source/blender/render/extern/include/RE_shader_ext.h
M       source/blender/render/intern/source/rayshade.c
M       source/blender/render/intern/source/shadeinput.c
M       source/blender/render/intern/source/shadeoutput.c
M       source/blender/render/intern/source/strand.c
M       source/blender/render/intern/source/volumetric.c

===================================================================

diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c 
b/source/blender/nodes/shader/nodes/node_shader_material.c
index 820e0f4..79d6649 100644
--- a/source/blender/nodes/shader/nodes/node_shader_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_material.c
@@ -186,7 +186,7 @@ static void node_shader_exec_material(void *data, int 
UNUSED(thread), bNode *nod
                if (node->type == SH_NODE_MATERIAL_EXT) {
                        /* Shadow, Reflect, Refract, Radiosity, Speed seem to 
cause problems inside
                         * a node tree :( */
-                       copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diff);
+                       copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad);
                        copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec);
                        copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao);
                }
diff --git a/source/blender/render/extern/include/RE_shader_ext.h 
b/source/blender/render/extern/include/RE_shader_ext.h
index 57e52a9..70e3edc 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -50,9 +50,10 @@ typedef struct ShadeResult {
        float col[4];
        float alpha, mist, z;
        float emit[3];
-       float diff[3];          /* no ramps, shadow, etc */
-       float spec[3];
-       float shad[4];          /* shad[3] is shadow intensity */
+       float diff[3];                  /* diffuse with no ramps, shadow, etc */
+       float diffshad[3];              /* diffuse with shadow */
+       float spec[3];                  /* specular with shadow */
+       float shad[4];                  /* shad[3] is shadow intensity */
        float ao[3];
        float env[3];
        float indirect[3];
diff --git a/source/blender/render/intern/source/rayshade.c 
b/source/blender/render/intern/source/rayshade.c
index 6807af0..6dd2692 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -563,6 +563,7 @@ void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
                
                /* raytrace likes to separate the spec color */
                sub_v3_v3v3(shr->diff, shr->combined, shr->spec);
+               copy_v3_v3(shr->diffshad, shr->diff);
        }
 
 }
diff --git a/source/blender/render/intern/source/shadeinput.c 
b/source/blender/render/intern/source/shadeinput.c
index bc9ba34..90e5def 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -118,8 +118,10 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
                madd_v3_v3fl(shr->combined, shr_t.combined, fac);
                if (shi->passflag & SCE_PASS_SPEC)
                        madd_v3_v3fl(shr->spec, shr_t.spec, fac);
-               if (shi->passflag & SCE_PASS_DIFFUSE)
+               if (shi->passflag & SCE_PASS_DIFFUSE) {
                        madd_v3_v3fl(shr->diff, shr_t.diff, fac);
+                       madd_v3_v3fl(shr->diffshad, shr_t.diffshad, fac);
+               }
                if (shi->passflag & SCE_PASS_SHADOW)
                        madd_v3_v3fl(shr->shad, shr_t.shad, fac);
 
diff --git a/source/blender/render/intern/source/shadeoutput.c 
b/source/blender/render/intern/source/shadeoutput.c
index 6cb34a6..4f41f27 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -937,6 +937,8 @@ void shade_color(ShadeInput *shi, ShadeResult *shr)
                shr->diff[2] *= obcol[2];
                if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3];
        }
+
+       copy_v3_v3(shr->diffshad, shr->diff);
 }
 
 /* ramp for at end of shade */
@@ -1874,9 +1876,11 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
                }
                
                if (shi->combinedflag & SCE_PASS_SHADOW)
-                       copy_v3_v3(shr->combined, shr->shad);   /* note, no ';' 
! */
+                       copy_v3_v3(shr->diffshad, shr->shad);   /* note, no ';' 
! */
                else
-                       copy_v3_v3(shr->combined, shr->diff);
+                       copy_v3_v3(shr->diffshad, shr->diff);
+
+               copy_v3_v3(shr->combined, shr->diffshad);
                        
                /* calculate shadow pass, we use a multiplication mask */
                /* if diff = 0,0,0 it doesn't matter what the shadow pass is, 
so leave it as is */
diff --git a/source/blender/render/intern/source/strand.c 
b/source/blender/render/intern/source/strand.c
index f2d4a7a..9a6a2b8 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -216,8 +216,10 @@ static void interpolate_shade_result(ShadeResult *shr1, 
ShadeResult *shr2, float
                }
                if (addpassflag & SCE_PASS_EMIT)
                        interpolate_vec3(shr1->emit, shr2->emit, t, negt, 
shr->emit);
-               if (addpassflag & SCE_PASS_DIFFUSE)
+               if (addpassflag & SCE_PASS_DIFFUSE) {
                        interpolate_vec3(shr1->diff, shr2->diff, t, negt, 
shr->diff);
+                       interpolate_vec3(shr1->diffshad, shr2->diffshad, t, 
negt, shr->diffshad);
+               }
                if (addpassflag & SCE_PASS_SPEC)
                        interpolate_vec3(shr1->spec, shr2->spec, t, negt, 
shr->spec);
                if (addpassflag & SCE_PASS_SHADOW)
diff --git a/source/blender/render/intern/source/volumetric.c 
b/source/blender/render/intern/source/volumetric.c
index 05d0eff..39950a1 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -748,6 +748,7 @@ static void volume_trace(struct ShadeInput *shi, struct 
ShadeResult *shr, int in
        shr->alpha = col[3];
        
        copy_v3_v3(shr->diff, shr->combined);
+       copy_v3_v3(shr->diffshad, shr->diff);
 }
 
 /* Traces a shadow through the object,

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