Bug, caused by render recode for passes: raytraced transparency didn't
clear osa vectors for UV, causing textures to not show correct when traced.
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@@ -1457,6 +1457,7 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
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}
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shi->u= is->u;
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shi->v= is->v;
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shi->dx_u= shi->dx_v= shi->dy_u= shi->dy_v= 0.0f;
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shade_input_set_normals(shi);
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shade_input_set_shade_texco(shi);
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