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8 spaces indentation -> tabs
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@ -49,16 +49,16 @@
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// Annoying sure, can be removed once we get up to GLSL ~1.3
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const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 },
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{I_KCOLORS, C_KCOLORS, 4 },
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{I_ALPHA, C_ALPHA, 1 },
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{I_TEXDIMS, C_TEXDIMS, 8 },
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{I_ZBIAS , C_ZBIAS, 2 },
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{I_INDTEXSCALE , C_INDTEXSCALE, 2 },
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{I_INDTEXMTX, C_INDTEXMTX, 6 },
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{I_FOG, C_FOG, 3 },
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{I_PLIGHTS, C_PLIGHTS, 40 },
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{I_PMATERIALS, C_PMATERIALS, 4 },
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};
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{I_KCOLORS, C_KCOLORS, 4 },
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{I_ALPHA, C_ALPHA, 1 },
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{I_TEXDIMS, C_TEXDIMS, 8 },
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{I_ZBIAS , C_ZBIAS, 2 },
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{I_INDTEXSCALE , C_INDTEXSCALE, 2 },
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{I_INDTEXMTX, C_INDTEXMTX, 6 },
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{I_FOG, C_FOG, 3 },
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{I_PLIGHTS, C_PLIGHTS, 40 },
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{I_PMATERIALS, C_PMATERIALS, 4 },
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};
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// DO NOT make anything in this class virtual.
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template<bool safe>
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@ -68,11 +68,11 @@ u16 GetEncodedSampleCount(u32 format)
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}
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if(ApiType == API_GLSL)
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return ""; // Once we switch to GLSL 1.3 we can do something here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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if(ApiType == API_GLSL)
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return ""; // Once we switch to GLSL 1.3 we can do something here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char *WriteLocation(API_TYPE ApiType)
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{
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@ -821,13 +821,13 @@ void WriteZ24Encoder(char* p, API_TYPE ApiType)
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for (int i = 0; i < 2; i++)
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{
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WRITE(p, " depth%i *= 16777215.0f;\n", i);
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WRITE(p, " depth%i *= 16777215.0f;\n", i);
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WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
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WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
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WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
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WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
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WRITE(p, " expanded%i.b = depth%i;\n", i, i);
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WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
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WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
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WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
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WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
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WRITE(p, " expanded%i.b = depth%i;\n", i, i);
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}
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WRITE(p, " if(cl > 0.5f) {\n");
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@ -48,15 +48,15 @@
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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{I_PROJECTION , C_PROJECTION, 4 },
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{I_MATERIALS, C_MATERIALS, 4 },
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{I_LIGHTS, C_LIGHTS, 40 },
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{I_TEXMATRICES, C_TEXMATRICES, 24 },
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{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
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{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
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{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
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{I_DEPTHPARAMS, C_DEPTHPARAMS, 1 },
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};
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{I_PROJECTION , C_PROJECTION, 4 },
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{I_MATERIALS, C_MATERIALS, 4 },
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{I_LIGHTS, C_LIGHTS, 40 },
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{I_TEXMATRICES, C_TEXMATRICES, 24 },
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{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
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{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
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{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
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{I_DEPTHPARAMS, C_DEPTHPARAMS, 1 },
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};
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template<bool safe>
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class _VERTEXSHADERUID
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{
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@ -154,9 +154,9 @@ inline unsigned int GetPow2(unsigned int val)
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}
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struct s_svar
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{
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const char *name;
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const unsigned int reg;
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const unsigned int size;
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const char *name;
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const unsigned int reg;
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const unsigned int size;
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};
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#endif // _VIDEOCOMMON_H
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