Core/HardwareInfo: Fix indentation (Windows)

Former-commit-id: 7ba2d1623489a77445c5f687b329fffd8f85bfc0 [formerly 670207d53279fa6ff6a63ee0c701ac5691b3073c] [formerly 214e08cdb6fa4abe6289c139b62211a806f7545b [formerly 1774090b940bb9046ed51fcb70e7fc89e490cc67]]
Former-commit-id: a6ebc85ef52dece75daf2dbd95b73cfad48e957c [formerly 00b7ddd2874d348d452ae8fd0bd668b90b7c4bcd]
Former-commit-id: e9dd53029407209f3210cd47b16e1e0070e1ccfd
This commit is contained in:
Lynix 2016-08-31 18:20:23 +02:00
parent 3abaa6e508
commit 85b2f41667
4 changed files with 40 additions and 19 deletions

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@ -76,25 +76,25 @@ namespace Nz
#elif defined(NAZARA_COMPILER_CLANG) || defined(NAZARA_COMPILER_GCC) || defined(NAZARA_COMPILER_INTEL) #elif defined(NAZARA_COMPILER_CLANG) || defined(NAZARA_COMPILER_GCC) || defined(NAZARA_COMPILER_INTEL)
int supported; int supported;
asm volatile (" pushfl\n" asm volatile (" pushfl\n"
" pop %%eax\n" " pop %%eax\n"
" mov %%eax, %%ecx\n" " mov %%eax, %%ecx\n"
" xor $0x200000, %%eax\n" " xor $0x200000, %%eax\n"
" push %%eax\n" " push %%eax\n"
" popfl\n" " popfl\n"
" pushfl\n" " pushfl\n"
" pop %%eax\n" " pop %%eax\n"
" xor %%ecx, %%eax\n" " xor %%ecx, %%eax\n"
" mov %%eax, %0\n" " mov %%eax, %0\n"
" push %%ecx\n" " push %%ecx\n"
" popfl" " popfl"
: "=m" (supported) // output : "=m" (supported) // output
: // input : // input
: "eax", "ecx", "memory"); // clobbered register : "eax", "ecx", "memory"); // clobbered register
return supported != 0; return supported != 0;
#else #else
return false; return false;
#endif #endif
#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<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, 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; *colorPtr++ = m_color;
*posPtr++ = instanceData->transformMatrix->Transform(Vector3f(0.f)); *posPtr++ = instanceData->transformMatrix->Transform(Vector3f(-origin));
*texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop); *texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftTop);
*colorPtr++ = m_color; *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); *texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightTop);
*colorPtr++ = m_color; *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); *texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_LeftBottom);
*colorPtr++ = m_color; *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); *texCoordPtr++ = m_textureCoords.GetCorner(RectCorner_RightBottom);
} }