mirror of https://github.com/PCSX2/pcsx2.git
glsl: Replace leftover tabs with spaces in tfx_fs.
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@ -186,11 +186,11 @@ vec4 sample_4_index(vec4 uv)
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uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
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#if PS_PAL_FMT == 1
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// 4HL
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// 4HL
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return vec4(i & 0xFu) / 255.0f;
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#elif PS_PAL_FMT == 2
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// 4HH
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// 4HH
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return vec4(i >> 4u) / 255.0f;
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#else
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@ -454,17 +454,17 @@ vec4 sample_color(vec2 st)
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#endif
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// PERF note: using dot product reduces by 1 the number of instruction
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// but I'm not sure it is equivalent neither faster.
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for (int i = 0; i < 4; i++)
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{
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// PERF note: using dot product reduces by 1 the number of instruction
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// but I'm not sure it is equivalent neither faster.
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for (int i = 0; i < 4; i++)
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{
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//float sum = dot(c[i].rgb, vec3(1.0f));
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#if (PS_AEM_FMT == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#elif (PS_AEM_FMT == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#endif
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}
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