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Pixel/LightingShaderGen: Fix code alignment issues.
Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
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@ -59,8 +59,8 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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case LIGHTDIF_CLAMP:
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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break;
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default: _assert_(0);
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}
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@ -71,13 +71,13 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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{ // spot
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object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
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LIGHT_DIR_PARAMS(lightsName, index));
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
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LIGHT_DIR_PARAMS(lightsName, index));
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// attn*attn may overflow
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object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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}
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else if (chan.attnfunc == 1)
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{ // specular
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@ -85,23 +85,23 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index));
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// attn*attn may overflow
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object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / (" LIGHT_DISTATT".x + " LIGHT_DISTATT".y*attn + " LIGHT_DISTATT".z*attn*attn);\n",
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
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LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
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LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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}
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle, swizzle_components,
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle, swizzle_components,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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break;
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default: _assert_(0);
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}
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