Format code for shader generators
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@@ -102,7 +102,7 @@ void ParticleEmitterGraphCPU::InitializeNode(Node* node)
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switch (node->Type)
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{
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// Position (spiral)
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// Position (spiral)
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case GRAPH_NODE_MAKE_TYPE(15, 214):
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node->CustomDataOffset = CustomDataSize;
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CustomDataSize += sizeof(float);
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@@ -226,7 +226,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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const auto module = emitter->Graph.RenderModules[moduleIndex];
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switch (module->TypeID)
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{
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// Sprite Rendering
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// Sprite Rendering
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case 400:
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{
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if (_graph._attrSpriteSize != -1)
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@@ -246,7 +246,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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}
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break;
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}
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// Light Rendering
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// Light Rendering
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case 401:
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{
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// Prepare graph data
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@@ -269,7 +269,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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break;
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}
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// Model Rendering
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// Model Rendering
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case 403:
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{
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const auto modelAsset = (Model*)module->Assets[0].Get();
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@@ -297,7 +297,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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}
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break;
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}
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// Ribbon Rendering
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// Ribbon Rendering
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case 404:
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{
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if (_graph._attrRibbonWidth != -1)
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@@ -317,7 +317,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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}
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break;
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}
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// Volumetric Fog Rendering
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// Volumetric Fog Rendering
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case 405:
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{
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// Find the maximum radius of the particle
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