Fix T86121: Cycles Attribute returning wrong results with OSL
Fix uninitialized variable in the OSL shader.
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@ -23,7 +23,7 @@ shader node_attribute(string bump_offset = "center",
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output float Fac = 0.0,
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output float Alpha = 0.0)
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{
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float data[4];
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float data[4] = {0.0, 0.0, 0.0, 0.0};
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getattribute(name, data);
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Color = color(data[0], data[1], data[2]);
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Vector = point(Color);
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@ -42,23 +42,23 @@ shader node_light_path(output float IsCameraRay = 0.0,
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getattribute("path:ray_length", RayLength);
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int ray_depth;
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int ray_depth = 0;
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getattribute("path:ray_depth", ray_depth);
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RayDepth = (float)ray_depth;
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int diffuse_depth;
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int diffuse_depth = 0;
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getattribute("path:diffuse_depth", diffuse_depth);
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DiffuseDepth = (float)diffuse_depth;
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int glossy_depth;
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int glossy_depth = 0;
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getattribute("path:glossy_depth", glossy_depth);
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GlossyDepth = (float)glossy_depth;
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int transparent_depth;
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int transparent_depth = 0;
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getattribute("path:transparent_depth", transparent_depth);
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TransparentDepth = (float)transparent_depth;
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int transmission_depth;
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int transmission_depth = 0;
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getattribute("path:transmission_depth", transmission_depth);
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TransmissionDepth = (float)transmission_depth;
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}
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@ -31,7 +31,7 @@ shader node_normal_map(normal NormalIn = N,
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vector tangent;
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vector ninterp;
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float tangent_sign;
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float is_smooth;
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float is_smooth = 0.0;
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getattribute("geom:is_smooth", is_smooth);
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if (!is_smooth) {
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@ -22,7 +22,7 @@ shader node_tangent(normal NormalIn = N,
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string axis = "z",
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output normal Tangent = normalize(dPdu))
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{
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vector T;
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vector T = vector(0.0, 0.0, 0.0);
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if (direction_type == "uv_map") {
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getattribute(attr_name, T);
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