Reformat shaders source code
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@@ -5,14 +5,14 @@
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float4 QuaternionMultiply(float4 q1, float4 q2)
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{
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return float4(q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), q1.w * q2.w - dot(q1.xyz, q2.xyz));
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return float4(q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), q1.w * q2.w - dot(q1.xyz, q2.xyz));
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}
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float3 QuaternionRotate(float4 q, float3 v)
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{
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float3 b = q.xyz;
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float b2 = dot(b, b);
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return (v * (q.w * q.w - b2) + b * (dot(v, b) * 2.f) + cross(b, v) * (q.w * 2.f));
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float3 b = q.xyz;
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float b2 = dot(b, b);
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return (v * (q.w * q.w - b2) + b * (dot(v, b) * 2.f) + cross(b, v) * (q.w * 2.f));
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}
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#endif
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