Core/HardwareInfo: Fix indentation (Windows)

Former-commit-id: 8e81ffeabb15ea32897b9326c64f3eb0509f3a4d [formerly 5f825a1f5e572a323ccde72c02092eef3fe63288] [formerly ee52f05420bcce124f38df04a993981f55319da3 [formerly d158e494b1e518dc1f472439cd96a9005e959697]]
Former-commit-id: 2bcd5f3ef3195e1ddb172010a3322551101490d3 [formerly c1ad1017301b3c17c8fab3981bb43fcbd3ca6dfc]
Former-commit-id: 7782b8a6e2ef27e2ca97201d490c5782a9a83899
This commit is contained in:
Lynix 2016-08-31 18:20:23 +02:00
parent 1dec4ca86a
commit 4637547834
4 changed files with 40 additions and 19 deletions

View File

@ -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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@ -0,0 +1,18 @@
#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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@ -0,0 +1 @@
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@ -57,20 +57,22 @@ 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(0.f));
*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(-origin));
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right());
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightTop);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(m_size.y*Vector3f::Down());
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.y*Vector3f::Down());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftBottom);
*colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
*posPtr++ = instanceData->transformMatrix->Transform(-origin + m_size.x*Vector3f::Right() + m_size.y*Vector3f::Down());
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightBottom);
}