Fix code style
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@@ -127,30 +127,21 @@ float AreaLightSpecular(LightData lightData, float roughness, inout float3 toLig
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BRANCH
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if (lightData.SourceLength > 0)
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{
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// Energy conservation
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float lineAngle = saturate(lightData.SourceLength * invDistToLight);
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energy *= m / saturate(m + 0.5 * lineAngle);
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// Closest point on line segment to ray
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float3 l01 = lightData.Direction * lightData.SourceLength;
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float3 l0 = toLight - 0.5 * l01;
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float3 l1 = toLight + 0.5 * l01;
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float a = Square(lightData.SourceLength);
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float b = dot(r, l01);
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float t = saturate(dot(l0, b * r - l01) / (a - b * b));
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toLight = l0 + t * l01;
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}
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BRANCH
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if (lightData.SourceRadius > 0)
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{
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// Energy conservation
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float sphereAngle = saturate(lightData.SourceRadius * invDistToLight);
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energy *= Square(m / saturate(m + 0.5 * sphereAngle));
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// Closest point on sphere to ray
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float3 closestPointOnRay = dot(toLight, r) * r;
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float3 centerToRay = closestPointOnRay - toLight;
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float3 closestPointOnSphere = toLight + centerToRay * saturate(lightData.SourceRadius * rsqrt(dot(centerToRay, centerToRay)));
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