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path: root/Source/Core/VideoCommon/LightingShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
index 051d4ddae7..8160364de3 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -28,7 +28,7 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
LIGHT_DIR_PARAMS(index));
object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
- (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
+ (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n");
break;
@@ -71,8 +71,8 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
-void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
- int components, const char* inColorName, const char* dest)
+void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
+ const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
{