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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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@ -205,16 +205,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// dot product for integer vectors
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out.Write("int idot(int3 x, int3 y)\n"
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"{\n"
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"\tint3 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z;\n"
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"}\n");
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"{\n"
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"\tint3 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z;\n"
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"}\n");
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out.Write("int idot(int4 x, int4 y)\n"
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"{\n"
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"\tint4 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}\n\n");
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"{\n"
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"\tint4 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}\n\n");
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if (ApiType == API_OPENGL)
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{
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@ -339,11 +339,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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}
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out.Write("\tint4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = " I_COLORS"[0];\n"
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"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
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"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
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"\tint alphabump=0;\n"
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"\tint3 tevcoord=int3(0, 0, 0);\n"
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"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
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"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
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"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
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"\tint alphabump=0;\n"
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"\tint3 tevcoord=int3(0, 0, 0);\n"
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"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
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if (ApiType == API_OPENGL)
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{
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@ -815,7 +815,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
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int mode = (cc.shift<<1)|cc.op;
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out.Write(" %s + ", tevCInputTable[cc.d]);
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out.Write(function_table[mode], tevCInputTable[cc.a],
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tevCInputTable[cc.b], tevCInputTable[cc.c]);
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tevCInputTable[cc.b], tevCInputTable[cc.c]);
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}
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if (cc.clamp)
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out.Write(", int3(0,0,0), int3(255,255,255))");
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