LightingShaderGen: Fix formatting
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@ -28,7 +28,7 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n");
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break;
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@ -71,8 +71,8 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
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int components, const char* inColorName, const char* dest)
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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