]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fix line feeds
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 2 Aug 2011 18:58:58 +0000 (18:58 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 2 Aug 2011 18:58:58 +0000 (18:58 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11264 d7cf8633-e32d-0410-b094-e92efae38249

shader_glsl.h
shader_hlsl.h

index 9f9387b62628d721aa6d8262f8694299ea5ba1ca..dda544bec3c47760e1878f99e7b0d6cd959b3d46 100644 (file)
 "      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"\r
-"      #define SHADING\n"\r
-"      // forced deluxemap on lightmapped/vertexlit surfaces\n"\r
-"      myhalf3 lightnormal = myhalf3(0.0, 0.0, 1.0);\n"\r
-"   #ifdef USELIGHTMAP\n"\r
-"              myhalf3 lightcolor = myhalf3(dp_texture2D(Texture_Lightmap, TexCoordSurfaceLightmap.zw));\n"\r
-"   #else\n"\r
-"              myhalf3 lightcolor = myhalf3(VertexColor.rgb);\n"\r
-"   #endif\n"\r
+"#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"
index 96566f2cee21d51e0f938dec1ace9a1e48ddd8d3..1296711385ed4c8770000b70bfa2f8e9475d46e9 100644 (file)
 "      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"\r
-"      #define SHADING\n"\r
-"      // forced deluxemap on lightmapped/vertexlit surfaces\n"\r
-"      half3 lightnormal = half3(0.0, 0.0, 1.0);\n"\r
-"   #ifdef USELIGHTMAP\n"\r
-"              half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"\r
-"   #else\n"\r
-"              half3 lightcolor = half3(gl_FrontColor.rgb);\n"\r
-"   #endif\n"\r
+"#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"