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: 4d853fb7aca7af266a8f4a8b093923a515f73f91 [formerly ec71333603cb30452d05a416241131764a0903ba] [formerly 418de7f39eddfc7826b12dc15dd47a8e5af146b0 [formerly 074a0313d402ec669e309c38ed225a16338bf952]] Former-commit-id: a03666d46956845e61dee50e8628216232b851ed [formerly 356c2cd3a0fc44c6ddb982d10941ad747a3f1312] Former-commit-id: 3c9dbcc77309da3ef5da8999a0fd5716fcdff28b
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822eb197f4
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377fae2ea1
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@ -1,18 +0,0 @@
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#version 140
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out vec4 RenderTarget0;
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uniform float exposure = 0.92;
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uniform sampler2D AccumulationTexture;
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uniform sampler2D ColorTexture;
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uniform vec2 InvTargetSize;
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void main()
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{
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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vec4 color = texture(ColorTexture, texCoord);
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vec4 lightScattering = texture(AccumulationTexture, texCoord);
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RenderTarget0 = vec4(lightScattering.rgb * exposure, 1.0) + color * 1.1;
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}
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@ -1 +0,0 @@
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35,118,101,114,115,105,111,110,32,49,52,48,13,10,13,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,13,10,13,10,117,110,105,102,111,114,109,32,102,108,111,97,116,32,101,120,112,111,115,117,114,101,32,61,32,48,46,57,50,59,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,65,99,99,117,109,117,108,97,116,105,111,110,84,101,120,116,117,114,101,59,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,67,111,108,111,114,84,101,120,116,117,114,101,59,13,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,118,111,105,100,32,109,97,105,110,40,41,13,10,123,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,9,118,101,99,52,32,99,111,108,111,114,32,61,32,116,101,120,116,117,114,101,40,67,111,108,111,114,84,101,120,116,117,114,101,44,32,116,101,120,67,111,111,114,100,41,59,13,10,9,118,101,99,52,32,108,105,103,104,116,83,99,97,116,116,101,114,105,110,103,32,61,32,116,101,120,116,117,114,101,40,65,99,99,117,109,117,108,97,116,105,111,110,84,101,120,116,117,114,101,44,32,116,101,120,67,111,111,114,100,41,59,13,10,13,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,118,101,99,52,40,108,105,103,104,116,83,99,97,116,116,101,114,105,110,103,46,114,103,98,32,42,32,101,120,112,111,115,117,114,101,44,32,49,46,48,41,32,43,32,99,111,108,111,114,32,42,32,49,46,49,59,13,10,125,13,10,
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@ -57,22 +57,20 @@ namespace Nz
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SparsePtr<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
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SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV));
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const Nz::Vector3f origin(m_size.x / 2.f, m_size.y / -2.f, 0.f);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(-origin));
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*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(0.f));
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightTop);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.y*Vector3f::Down());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.y*Vector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftBottom);
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
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*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightBottom);
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}
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