From 54197f91fb16ffe1e0cf7f638a0b0e4d0ed14f29 Mon Sep 17 00:00:00 2001
From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Wed, 24 Aug 2011 09:02:05 +0000
Subject: [PATCH] who's inserting CRLFs all the time

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11294 d7cf8633-e32d-0410-b094-e92efae38249
---
 shader_glsl.h | 74 +++++++++++++++++++++++++--------------------------
 shader_hlsl.h | 62 +++++++++++++++++++++---------------------
 2 files changed, 68 insertions(+), 68 deletions(-)

diff --git a/shader_glsl.h b/shader_glsl.h
index befd8b53..cfc1c64a 100644
--- a/shader_glsl.h
+++ b/shader_glsl.h
@@ -671,43 +671,43 @@
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"uniform mediump float OffsetMapping_LodDistance;\n"
-"#endif\n"
-"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
-"{\n"
-"	float i;\n"
-"	// distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"	mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-"	#define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"	float f;\n"
-"	// 14 sample relief mapping: linear search and then binary search\n"
-"	// this basically steps forward a small amount repeatedly until it finds\n"
-"	// itself inside solid, then jitters forward and back using decreasing\n"
-"	// amounts to find the impact\n"
-"	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
-"	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
-"	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
-"	vec3 RT = vec3(TexCoord, 1);\n"
-"	OffsetVector *= ScaleSteps.z;\n"
-"	for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-"		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-"		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-"	return RT.xy;\n"
-"#else\n"
-"	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
-"	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
-"	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
-"	OffsetVector *= ScaleSteps.z;\n"
-"	for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-"		TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"uniform mediump float OffsetMapping_LodDistance;\n"
+"#endif\n"
+"vec2 OffsetMapping(vec2 TexCoord, vec2 dPdx, vec2 dPdy)\n"
+"{\n"
+"	float i;\n"
+"	// distance-based LOD\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"	mediump float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+"	mediump vec4 ScaleSteps = vec4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"#else\n"
+"	#define ScaleSteps OffsetMapping_ScaleSteps\n"
+"#endif\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+"	float f;\n"
+"	// 14 sample relief mapping: linear search and then binary search\n"
+"	// this basically steps forward a small amount repeatedly until it finds\n"
+"	// itself inside solid, then jitters forward and back using decreasing\n"
+"	// amounts to find the impact\n"
+"	//vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
+"	//vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
+"	vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
+"	vec3 RT = vec3(TexCoord, 1);\n"
+"	OffsetVector *= ScaleSteps.z;\n"
+"	for(i = 1.0; i < ScaleSteps.y; ++i)\n"
+"		RT += OffsetVector *  step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
+"	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
+"		RT += OffsetVector * (step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
+"	return RT.xy;\n"
+"#else\n"
+"	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"	//vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
+"	//vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
+"	vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n"
+"	OffsetVector *= ScaleSteps.z;\n"
+"	for(i = 0.0; i < ScaleSteps.y; ++i)\n"
+"		TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
 "	return TexCoord;\n"
 "#endif\n"
 "}\n"
diff --git a/shader_hlsl.h b/shader_hlsl.h
index b7bc5f37..96cf8bab 100644
--- a/shader_hlsl.h
+++ b/shader_hlsl.h
@@ -547,37 +547,37 @@
 "float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
 "{\n"
 "	float i;\n"
-"	// distance-based LOD\n"
-"#ifdef USEOFFSETMAPPING_LOD\n"
-"	float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
-"	mediump vec4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
-"#else\n"
-"	#define ScaleSteps OffsetMapping_ScaleSteps\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-"	// 14 sample relief mapping: linear search and then binary search\n"
-"	// this basically steps forward a small amount repeatedly until it finds\n"
-"	// itself inside solid, then jitters forward and back using decreasing\n"
-"	// amounts to find the impact\n"
-"	//float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
-"	//float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
-"	float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-"	float3 RT = float3(TexCoord, 1);\n"
-"	OffsetVector *= ScaleSteps.z;\n"
-"	for(i = 1.0; i < ScaleSteps.y; ++i)\n"
-"		RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-"	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
-"		RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
-"	return RT.xy;\n"
-"#else\n"
-"	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"	//float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
-"	//float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n"
-"	float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
-"	OffsetVector *= ScaleSteps.z;\n"
-"	for(i = 0.0; i < ScaleSteps.y; ++i)\n"
-"		TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
-"	return TexCoord;\n"
+"	// distance-based LOD\n"
+"#ifdef USEOFFSETMAPPING_LOD\n"
+"	float LODFactor = min(1.0, OffsetMapping_LodDistance / EyeVectorFogDepth.z);\n"
+"	mediump vec4 ScaleSteps = float4(OffsetMapping_ScaleSteps.x, OffsetMapping_ScaleSteps.y * LODFactor, OffsetMapping_ScaleSteps.z / LODFactor, OffsetMapping_ScaleSteps.w * LODFactor);\n"
+"#else\n"
+"	#define ScaleSteps OffsetMapping_ScaleSteps\n"
+"#endif\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+"	// 14 sample relief mapping: linear search and then binary search\n"
+"	// this basically steps forward a small amount repeatedly until it finds\n"
+"	// itself inside solid, then jitters forward and back using decreasing\n"
+"	// amounts to find the impact\n"
+"	//float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
+"	//float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
+"	float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
+"	float3 RT = float3(TexCoord, 1);\n"
+"	OffsetVector *= ScaleSteps.z;\n"
+"	for(i = 1.0; i < ScaleSteps.y; ++i)\n"
+"		RT += OffsetVector *  step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
+"	for(i = 0.0, f = 1.0; i < ScaleSteps.w; ++i, f *= 0.5)\n"
+"		RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
+"	return RT.xy;\n"
+"#else\n"
+"	// 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"	//float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
+"	//float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n"
+"	float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
+"	OffsetVector *= ScaleSteps.z;\n"
+"	for(i = 0.0; i < ScaleSteps.y; ++i)\n"
+"		TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
+"	return TexCoord;\n"
 "#endif\n"
 "}\n"
 "#endif // USEOFFSETMAPPING\n"
-- 
2.39.5