Fix code style
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@@ -571,9 +571,9 @@ StructuredBuffer<BokehPoint> BokehPointBuffer : register(t2);
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// Vertex Shader, positions and scales the bokeh point
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META_VS(true, FEATURE_LEVEL_SM5)
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META_FLAG(VertexToGeometryShader)
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BokehVSOutput VS_Bokeh(in uint VertexID : SV_VertexID)
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BokehVSOutput VS_Bokeh(in uint vertexID : SV_VertexID)
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{
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BokehPoint bPoint = BokehPointBuffer[VertexID];
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BokehPoint bPoint = BokehPointBuffer[vertexID];
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BokehVSOutput output;
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// Position the vertex in normalized device coordinate space [-1, 1]
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@@ -599,7 +599,7 @@ BokehVSOutput VS_Bokeh(in uint VertexID : SV_VertexID)
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// Geometry Shader, expands a vertex into a quad with two triangles
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META_GS(true, FEATURE_LEVEL_SM5)
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[maxvertexcount(4)]
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void GS_Bokeh(point BokehVSOutput input[1], inout TriangleStream<BokehGSOutput> SpriteStream)
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void GS_Bokeh(point BokehVSOutput input[1], inout TriangleStream<BokehGSOutput> stream)
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{
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BokehGSOutput output;
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@@ -613,9 +613,9 @@ void GS_Bokeh(point BokehVSOutput input[1], inout TriangleStream<BokehGSOutput>
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output.Color = input[0].Color;
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output.Depth = input[0].Depth;
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SpriteStream.Append(output);
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stream.Append(output);
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}
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SpriteStream.RestartStrip();
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stream.RestartStrip();
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}
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// Pixel Shader, applies the bokeh shape texture
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