PixelShaderGen: Use spaces for alignment where appropriate.
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@ -204,17 +204,17 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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uid_data.genMode_numtexgens = bpmem.genMode.numtexgens;
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// dot product for integer vectors
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out.Write( "int idot(int3 x, int3 y)\n"
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"{\n"
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"\tint3 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z;\n"
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"}\n");
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out.Write("int idot(int3 x, int3 y)\n"
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"{\n"
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"\tint3 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z;\n"
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"}\n");
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out.Write( "int idot(int4 x, int4 y)\n"
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"{\n"
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"\tint4 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}\n\n");
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out.Write("int idot(int4 x, int4 y)\n"
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"{\n"
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"\tint4 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}\n\n");
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if (ApiType == API_OPENGL)
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{
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@ -338,12 +338,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write(" ) {\n");
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}
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out.Write(" int4 ic0 = " I_COLORS"[1], ic1 = " I_COLORS"[2], ic2 = " I_COLORS"[3], iprev = " I_COLORS"[0];\n"
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" int4 irastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0), ikonsttemp = int4(0, 0, 0, 0);\n"
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" int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
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" int alphabump=0;\n"
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" int3 tevcoord=int3(0, 0, 0);\n"
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" int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
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out.Write("\tint4 ic0 = " I_COLORS"[1], ic1 = " I_COLORS"[2], ic2 = " I_COLORS"[3], iprev = " I_COLORS"[0];\n"
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"\tint4 irastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0), ikonsttemp = int4(0, 0, 0, 0);\n"
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"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
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"\tint alphabump=0;\n"
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"\tint3 tevcoord=int3(0, 0, 0);\n"
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"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
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if (ApiType == API_OPENGL)
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{
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