tfx.fs: Remove whitespaces.

This commit is contained in:
KrossX 2018-10-02 21:43:05 +02:00 committed by lightningterror
parent 9d562a454b
commit 2d094cbc3b
1 changed files with 30 additions and 30 deletions
plugins/GSdx/res

View File

@ -164,7 +164,7 @@ float4 sample_rt(float2 uv)
struct VS_INPUT
{
float4 p : POSITION0;
float4 p : POSITION0;
float2 t : TEXCOORD0;
float4 c : COLOR0;
float4 f : COLOR1;
@ -246,7 +246,7 @@ float4 clamp_wrap_uv(float4 uv)
uv = saturate(uv);
}
else
*/
*/
if(PS_WMS == 2)
{
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
@ -270,7 +270,7 @@ float4 clamp_wrap_uv(float4 uv)
}
else
{
/*
/*
if(PS_WMS == 0)
{
uv.xz = frac(uv.xz);
@ -279,8 +279,8 @@ float4 clamp_wrap_uv(float4 uv)
{
uv.xz = saturate(uv.xz);
}
else
*/
else
*/
if(PS_WMS == 2)
{
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
@ -306,7 +306,7 @@ float4 clamp_wrap_uv(float4 uv)
{
uv.yw = saturate(uv.yw);
}
else
else
*/
if(PS_WMT == 2)
{
@ -325,14 +325,14 @@ float4 clamp_wrap_uv(float4 uv)
#endif
}
}
return uv;
}
float4x4 sample_4c(float4 uv)
{
float4x4 c;
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
@ -381,7 +381,7 @@ float4 sample_4_index(float4 uv)
float4x4 sample_4p(float4 u)
{
float4x4 c;
c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
@ -396,7 +396,7 @@ float4 sample(float2 st, float q)
#if PS_TCOFFSETHACK
st += TC_OffsetHack.xy;
#endif
#endif
float4 t;
float4x4 c;
@ -450,12 +450,12 @@ float4 sample(float2 st, float q)
}
else if(PS_AEM_FMT == FMT_16)
{
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
}
}
if(PS_LTF)
{
{
t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
}
else
@ -470,7 +470,7 @@ float4 tfx(float4 t, float4 c)
{
if(PS_TFX == 0)
{
if(PS_TCC)
if(PS_TCC)
{
c = c * t * 255.0f / 128;
}
@ -481,7 +481,7 @@ float4 tfx(float4 t, float4 c)
}
else if(PS_TFX == 1)
{
if(PS_TCC)
if(PS_TCC)
{
c = t;
}
@ -494,7 +494,7 @@ float4 tfx(float4 t, float4 c)
{
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC)
if(PS_TCC)
{
c.a += t.a;
}
@ -503,12 +503,12 @@ float4 tfx(float4 t, float4 c)
{
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC)
if(PS_TCC)
{
c.a = t.a;
}
}
return saturate(c);
}
@ -532,7 +532,7 @@ void datst(PS_INPUT input)
void atst(float4 c)
{
float a = trunc(c.a * 255 + 0.01);
#if 0
switch(Uber_ATST) {
case 0:
@ -562,11 +562,11 @@ void atst(float4 c)
{
#if PS_SPRITEHACK == 0
if (a > AREF) discard;
#endif
#endif
}
else if(PS_ATST == 2)
{
if (a < AREF) discard;
if (a < AREF) discard;
}
else if(PS_ATST == 3)
{
@ -612,7 +612,7 @@ float4 ps_color(PS_INPUT input)
if(PS_CLR1) // needed for Cd * (As/Ad/F + 1) blending modes
{
c.rgb = 1;
c.rgb = 1;
}
return c;
@ -624,7 +624,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
{
if(VS_BPPZ == 1) // 24
{
input.z = input.z & 0xffffff;
input.z = input.z & 0xffffff;
}
else if(VS_BPPZ == 2) // 16
{
@ -632,13 +632,13 @@ VS_OUTPUT vs_main(VS_INPUT input)
}
VS_OUTPUT output;
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
output.p = p * VertexScale - VertexOffset;
#if VS_RTCOPY
@ -864,7 +864,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
if(PS_AOUT) // 16 bit output
{
float a = 128.0f / 255; // alpha output will be 0x80
c.a = PS_FBA ? a : step(0.5, c.a) * a;
}
else if(PS_FBA)
@ -883,7 +883,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
{
if(VS_BPPZ == 1) // 24
{
input.p.z = fmod(input.p.z, 0x1000000);
input.p.z = fmod(input.p.z, 0x1000000);
}
else if(VS_BPPZ == 2) // 16
{
@ -891,7 +891,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
}
VS_OUTPUT output;
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
@ -908,7 +908,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
{
output.p.z = log2(1.0f + input.p.z) / 32;
}
if(VS_TME)
{
float2 t = input.t - Texture_Scale_Offset.zw;
@ -932,7 +932,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
output.c = input.c;
output.t.z = input.f.b;
return output;
}