Fix code style
This commit is contained in:
@@ -114,8 +114,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Input macro specified by the material: DECAL_BLEND_MODE
|
||||
@@ -160,12 +159,9 @@ void PS_Decal(
|
||||
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||
|
||||
// Clip content outside the decal
|
||||
clip(0.5 - abs(positionOS.xyz));
|
||||
|
||||
// By default, map textures using the vectors perpendicular to the projection direction
|
||||
float2 decalUVs = positionOS.xz + 0.5f;
|
||||
|
||||
|
||||
// Setup material input
|
||||
MaterialInput materialInput = (MaterialInput)0;
|
||||
materialInput.WorldPosition = positionWS;
|
||||
|
||||
@@ -197,8 +197,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Vertex Shader function for GUI materials rendering
|
||||
|
||||
@@ -330,8 +330,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates the transform matrix from mesh tangent space to local space
|
||||
@@ -834,7 +833,7 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
|
||||
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
||||
distortion *= 4.0f;
|
||||
|
||||
// Store positive and negative offsets separately
|
||||
// Use separate storage for positive and negative offsets
|
||||
float2 addOffset = max(distortion, 0);
|
||||
float2 subOffset = abs(min(distortion, 0));
|
||||
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
||||
|
||||
@@ -134,8 +134,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Pixel Shader function for PostFx materials rendering
|
||||
|
||||
@@ -340,8 +340,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates the transform matrix from mesh tangent space to local space
|
||||
@@ -500,7 +499,7 @@ float3x4 GetBoneMatrix(int index)
|
||||
}
|
||||
|
||||
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
||||
float3x4 CalcBoneMatrix(ModelInput_Skinned input)
|
||||
float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||
{
|
||||
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
||||
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
||||
@@ -549,7 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
|
||||
// Perform skinning
|
||||
SkinningData data;
|
||||
data.BlendMatrix = CalcBoneMatrix(input);
|
||||
data.BlendMatrix = GetBoneMatrix(input);
|
||||
float3 position = SkinPosition(input, data);
|
||||
float3x3 tangentToLocal = SkinTangents(input, data);
|
||||
|
||||
@@ -808,7 +807,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
||||
#define COPY(thing) output.thing = input[0].thing
|
||||
INTERPOLATE(Position);
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
// Precompute squares and squares * 3
|
||||
float UU = U * U;
|
||||
float VV = V * V;
|
||||
float WW = W * W;
|
||||
|
||||
@@ -337,8 +337,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates the transform matrix from mesh tangent space to local space
|
||||
@@ -474,7 +473,7 @@ float3x4 GetBoneMatrix(int index)
|
||||
}
|
||||
|
||||
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
||||
float3x4 CalcBoneMatrix(ModelInput_Skinned input)
|
||||
float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||
{
|
||||
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
||||
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
||||
@@ -521,7 +520,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
|
||||
// Perform skinning
|
||||
SkinningData data;
|
||||
data.BlendMatrix = CalcBoneMatrix(input);
|
||||
data.BlendMatrix = GetBoneMatrix(input);
|
||||
float3 position = SkinPosition(input, data);
|
||||
half3x3 tangentToLocal = SkinTangents(input, data);
|
||||
|
||||
@@ -755,7 +754,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
||||
#define COPY(thing) output.thing = input[0].thing
|
||||
INTERPOLATE(Position);
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
// Precompute squares and squares * 3
|
||||
float UU = U * U;
|
||||
float VV = V * V;
|
||||
float WW = W * W;
|
||||
@@ -977,8 +975,8 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
|
||||
|
||||
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
|
||||
distortion *= 4.0f;
|
||||
|
||||
// Store positive and negative offsets separately
|
||||
|
||||
// Use separate storage for positive and negative offsets
|
||||
float2 addOffset = max(distortion, 0);
|
||||
float2 subOffset = abs(min(distortion, 0));
|
||||
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
|
||||
|
||||
@@ -234,8 +234,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Programmatically set the line number after all the material inputs which have a variable number of line endings
|
||||
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates LOD value (with fractional part for blending)
|
||||
@@ -595,7 +594,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
|
||||
#define COPY(thing) output.thing = input[0].thing
|
||||
INTERPOLATE(Position);
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
// Precompute squares and squares * 3
|
||||
float UU = U * U;
|
||||
float VV = V * V;
|
||||
float WW = W * W;
|
||||
|
||||
Reference in New Issue
Block a user