Fix code style
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@@ -330,8 +330,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates the transform matrix from mesh tangent space to local space
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@@ -834,7 +833,7 @@ float4 PS_Distortion(PixelInput input) : SV_Target0
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// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
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distortion *= 4.0f;
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// Store positive and negative offsets separately
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// Use separate storage for positive and negative offsets
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float2 addOffset = max(distortion, 0);
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float2 subOffset = abs(min(distortion, 0));
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return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
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