Revert "Core/HardwareInfo: Fix indentation (Windows)"

This reverts commit a4019076ff9afd3cb7e2d98a54c9788fd2df1457 [formerly 3a39cd2e8a3aa8bb46f9f1465923f2abb8fc19a1] [formerly a23f6beee25e408579609874672806b124bf5fc0 [formerly be4cec088d5683bc18e54fd5daa2805134a88bb9]] [formerly dd94bfecaf16a96cdc39de9abd3c0749f17bf824 [formerly 539605da0eb694cbad2fb52fdb49b9a79c3a0d04] [formerly 00917e0bb4766a6f19f303040241c81a92778185 [formerly 48c4b5219e3d1f74f04099f164712c2baddf1d4b]]].


Former-commit-id: 153fd6ac243aee3971fda0a4a2ec9bed51a4ecbf [formerly 83b196ee86d8689cd331b8ac1e9256fc4158f4bb] [formerly 76dceaeb34c1e3156537ebaa3ba0a73950b03805 [formerly 10f813a3f75ef706c37c3e312ccc58a556b5e1f5]]
Former-commit-id: 9e2e56623d1f2b95f013ee0f565a5ffdf0f450b9 [formerly 1e58bd22e6b1070954227f669d92794ce56581a6]
Former-commit-id: c5ccf208507c40c8939ce9a92c8f4def6e231b79
This commit is contained in:
Lynix 2016-08-31 19:16:03 +02:00
parent 85b2f41667
commit 1f2719fd17
4 changed files with 19 additions and 40 deletions

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@ -76,25 +76,25 @@ namespace Nz
#elif defined(NAZARA_COMPILER_CLANG) || defined(NAZARA_COMPILER_GCC) || defined(NAZARA_COMPILER_INTEL)
int supported;
asm volatile (" pushfl\n"
" pop %%eax\n"
" mov %%eax, %%ecx\n"
" xor $0x200000, %%eax\n"
" push %%eax\n"
" popfl\n"
" pushfl\n"
" pop %%eax\n"
" xor %%ecx, %%eax\n"
" mov %%eax, %0\n"
" push %%ecx\n"
" popfl"
: "=m" (supported) // output
: // input
: "eax", "ecx", "memory"); // clobbered register
" pop %%eax\n"
" mov %%eax, %%ecx\n"
" xor $0x200000, %%eax\n"
" push %%eax\n"
" popfl\n"
" pushfl\n"
" pop %%eax\n"
" xor %%ecx, %%eax\n"
" mov %%eax, %0\n"
" push %%ecx\n"
" popfl"
: "=m" (supported) // output
: // input
: "eax", "ecx", "memory"); // clobbered register
return supported != 0;
#else
return false;
#endif
#endif
}
}
}

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@ -1,18 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform float exposure = 0.92;
uniform sampler2D AccumulationTexture;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 color = texture(ColorTexture, texCoord);
vec4 lightScattering = texture(AccumulationTexture, texCoord);
RenderTarget0 = vec4(lightScattering.rgb * exposure, 1.0) + color * 1.1;
}

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@ -1 +0,0 @@
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@ -57,22 +57,20 @@ namespace Nz
SparsePtr<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV));
const Nz::Vector3f origin(m_size.x / 2.f, m_size.y / -2.f, 0.f);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(-origin));
*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(0.f));
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right());
*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightTop);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.y*Vector3f::Down());
*posPtr++ = instanceData->transformMatrix->Transform(m_size.y*Vector3f::Down());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftBottom);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightBottom);
}