From 1b6062f6c60a2525501e1133052d87307ee02e36 Mon Sep 17 00:00:00 2001 From: divverent Date: Tue, 2 Aug 2011 18:58:58 +0000 Subject: [PATCH] fix line feeds git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11264 d7cf8633-e32d-0410-b094-e92efae38249 --- shader_glsl.h | 18 +++++++++--------- shader_hlsl.h | 18 +++++++++--------- 2 files changed, 18 insertions(+), 18 deletions(-) diff --git a/shader_glsl.h b/shader_glsl.h index 9f9387b6..dda544be 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -1270,15 +1270,15 @@ " myhalf3 lightnormal = myhalf3(dp_texture2D(Texture_Deluxemap, TexCoordSurfaceLightmap.zw)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" "#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" -" #define SHADING\n" -" // forced deluxemap on lightmapped/vertexlit surfaces\n" -" myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n" -" #ifdef USELIGHTMAP\n" -" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" -" #else\n" -" myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n" -" #endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" +" #define SHADING\n" +" // forced deluxemap on lightmapped/vertexlit surfaces\n" +" myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n" +" #ifdef USELIGHTMAP\n" +" myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n" +" #else\n" +" myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n" +" #endif\n" "#endif\n" "#ifdef MODE_FAKELIGHT\n" " #define SHADING\n" diff --git a/shader_hlsl.h b/shader_hlsl.h index 96566f2c..12967113 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -1436,15 +1436,15 @@ " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n" " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" "#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" -" #define SHADING\n" -" // forced deluxemap on lightmapped/vertexlit surfaces\n" -" half3 lightnormal = half3(0.0, 0.0, 1.0);\n" -" #ifdef USELIGHTMAP\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" -" #else\n" -" half3 lightcolor = half3(gl_FrontColor.rgb);\n" -" #endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR)\n" +" #define SHADING\n" +" // forced deluxemap on lightmapped/vertexlit surfaces\n" +" half3 lightnormal = half3(0.0, 0.0, 1.0);\n" +" #ifdef USELIGHTMAP\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n" +" #else\n" +" half3 lightcolor = half3(gl_FrontColor.rgb);\n" +" #endif\n" "#endif\n" "#ifdef MODE_FAKELIGHT\n" " #define SHADING\n" -- 2.39.2