Format code for shader generators

This commit is contained in:
Wojciech Figat
2022-03-28 14:01:29 +02:00
parent a685962d32
commit e56b280f5b
13 changed files with 234 additions and 281 deletions

View File

@@ -120,7 +120,7 @@ bool ParticleEmitterGPUGenerator::sampleSceneTexture(Node* caller, Box* box, con
result = Value(VariantType::Float, valueBox->Cache.Value + _subs[3]);
break;
default:
CRASH;
CRASH;
break;
}
@@ -151,7 +151,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
{
switch (node->TypeID)
{
// Scene Texture
// Scene Texture
case 6:
{
// Get texture type
@@ -255,11 +255,11 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
}
break;
}
// Scene Depth
// Scene Depth
case 8:
sampleSceneDepth(node, value, box);
break;
// Texture
// Texture
case 11:
{
// Check if texture has been selected
@@ -276,7 +276,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
}
break;
}
// Load Texture
// Load Texture
case 13:
{
// Get input texture