diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 67c18286aa..a4893ce2dc 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -49,7 +49,7 @@ static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type) DefineVSOutputStructMember(object, api_type, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens); - if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1); object.Write("};\n"); @@ -104,7 +104,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ uid_data.components = components; uid_data.pixel_lighting = (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting); - if(api_type == API_OPENGL) + if (api_type == API_OPENGL) { out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); if (components & VB_HAS_POSMTXIDX) @@ -384,7 +384,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ // clipPos/w needs to be done in pixel shader, not here out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n"); - if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n"); @@ -418,7 +418,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ //seems to get rather complicated } - if(api_type == API_OPENGL) + if (api_type == API_OPENGL) { // Bit ugly here // TODO: Make pretty @@ -428,7 +428,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i); out.Write(" clipPos_2 = o.clipPos;\n"); - if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) out.Write(" Normal_2 = o.Normal;\n"); out.Write("colors_02 = o.colors_0;\n"); |
