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

@@ -8,7 +8,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Texture
// Texture
case 1:
{
// Check if texture has been selected
@@ -28,11 +28,11 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
break;
}
// TexCoord
// TexCoord
case 2:
value = getUVs;
break;
// Cube Texture
// Cube Texture
case 3:
{
// Check if texture has been selected
@@ -52,7 +52,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
break;
}
// Normal Map
// Normal Map
case 4:
{
// Check if texture has been selected
@@ -72,7 +72,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
break;
}
// Parallax Occlusion Mapping
// Parallax Occlusion Mapping
case 5:
{
auto heightTextureBox = node->GetBox(4);
@@ -163,7 +163,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = result;
break;
}
// Scene Texture
// Scene Texture
case 6:
{
// Get texture type
@@ -267,7 +267,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
break;
}
// Scene Color
// Scene Color
case 7:
{
// Sample scene color texture
@@ -275,13 +275,13 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
sampleTexture(node, value, box, &param);
break;
}
// Scene Depth
// Scene Depth
case 8:
{
sampleSceneDepth(node, value, box);
break;
}
// Sample Texture
// Sample Texture
case 9:
{
enum CommonSamplerType
@@ -401,7 +401,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = textureBox->Cache;
break;
}
// Flipbook
// Flipbook
case 10:
{
// Get input values