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Fix inconsistent indentation
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darksylinc committed Sep 18, 2023
1 parent a55f69a commit b99d694
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Showing 6 changed files with 9 additions and 9 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -460,7 +460,7 @@ struct Material
@property( hlms_emulate_clip_distances && hlms_pso_clip_distances )
@foreach( hlms_pso_clip_distances, n )
INTERPOLANT( float clipDistance@n, @counter(texcoord) );
@end
@end
@end
@insertpiece( custom_VStoPS )
@end
4 changes: 2 additions & 2 deletions Samples/Media/Hlms/Pbs/Any/Main/800.PixelShader_piece_ps.any
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Expand Up @@ -751,8 +751,8 @@
@property( hlms_emulate_clip_distances && hlms_global_clip_planes && hlms_pso_clip_distances && syntax == glslvk )
@foreach( hlms_pso_clip_distances, n )
if( inPs.clipDistance@n < 0.0 )
discard;
@end
discard;
@end
@end

@property( hlms_screen_pos_uv )
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4 changes: 2 additions & 2 deletions Samples/Media/Hlms/Terra/Any/800.PixelShader_piece_ps.any
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Expand Up @@ -214,8 +214,8 @@
@property( hlms_emulate_clip_distances && hlms_global_clip_planes && hlms_pso_clip_distances && syntax == glslvk)
@foreach( hlms_pso_clip_distances, n )
if( inPs.clipDistance@n < 0.0 )
discard;
@end
discard;
@end
@end

@insertpiece( LoadMaterial )
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Expand Up @@ -117,7 +117,7 @@
@property( hlms_emulate_clip_distances && hlms_pso_clip_distances )
@foreach( hlms_pso_clip_distances, n )
INTERPOLANT( float clipDistance@n, @counter(texcoord) );
@end
@end
@end
@insertpiece( custom_VStoPS )
@end
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4 changes: 2 additions & 2 deletions Samples/Media/Hlms/Unlit/Any/800.PixelShader_piece_ps.any
Original file line number Diff line number Diff line change
Expand Up @@ -57,8 +57,8 @@
@property( hlms_emulate_clip_distances && hlms_global_clip_planes && hlms_pso_clip_distances && syntax == glslvk)
@foreach( hlms_pso_clip_distances, n )
if( inPs.clipDistance@n < 0.0 )
discard;
@end
discard;
@end
@end

midf4 diffuseCol = midf4_c( 1.0f, 1.0f, 1.0f, 1.0f );
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2 changes: 1 addition & 1 deletion Samples/Media/Hlms/Unlit/GLSL/VertexShader_vs.glsl
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Expand Up @@ -4,7 +4,7 @@
out gl_PerVertex
{
vec4 gl_Position;
@property( hlms_pso_clip_distances && !hlms_emulate_clip_distances )
@property( hlms_pso_clip_distances && !hlms_emulate_clip_distances )
float gl_ClipDistance[@value(hlms_pso_clip_distances)];
@end
};
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