fixed lots of tabs and space

This commit is contained in:
Thomas "elfprince13" Dickerson 2017-01-06 18:04:28 -05:00
parent d30a3f9271
commit bb38a40bcb
53 changed files with 2695 additions and 2695 deletions

View file

@ -306,7 +306,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
GFXShaderConstHandle *lightInvRadiusSqSC,
GFXShaderConstHandle *lightSpotDirSC,
GFXShaderConstHandle *lightSpotAngleSC,
GFXShaderConstHandle *lightSpotFalloffSC,
GFXShaderConstHandle *lightSpotFalloffSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( LightManager_Update4LightConsts );
@ -317,7 +317,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
lightInvRadiusSqSC->isValid() ||
lightSpotDirSC->isValid() ||
lightSpotAngleSC->isValid() ||
lightSpotFalloffSC->isValid() )
lightSpotFalloffSC->isValid() )
{
PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
@ -326,7 +326,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
static Point4F lightInvRadiusSq;
static Point4F lightSpotAngle;
static Point4F lightSpotFalloff;
static Point4F lightSpotFalloff;
F32 range;
// Need to clear the buffers so that we don't leak
@ -359,10 +359,10 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
lightSpotDirs[2][i] = lightDir.z;
if ( light->getType() == LightInfo::Spot )
{
{
lightSpotAngle[i] = mCos( mDegToRad( light->getOuterConeAngle() / 2.0f ) );
lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
}
lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
}
// Prescale the light color by the brightness to
// avoid doing this in the shader.
@ -379,7 +379,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
}