Added some missing new lines.

This commit is contained in:
Jean-Philip Desjardins 2015-08-08 22:16:13 -04:00
parent 178c798f58
commit 89e1dfbf67

View File

@ -318,12 +318,12 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
shaderBuilder << " float colorIndex = textureProj(g_texture, v_texCoord).r * 255.0;" << std::endl;
if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX4)
{
shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;";
shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;" << std::endl;
shaderBuilder << " textureColor = expandAlpha(texture(g_palette, vec2(colorIndex / 16.0 + paletteTexelBias, 0)));" << std::endl;
}
else if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX8)
{
shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;";
shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;" << std::endl;
shaderBuilder << " textureColor = expandAlpha(texture(g_palette, vec2(colorIndex / 256.0 + paletteTexelBias, 0)));" << std::endl;
}
}
@ -337,7 +337,7 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX4)
{
shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;";
shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;" << std::endl;
shaderBuilder << " vec4 tl = expandAlpha(texture(g_palette, vec2(tlIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
shaderBuilder << " vec4 tr = expandAlpha(texture(g_palette, vec2(trIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
shaderBuilder << " vec4 bl = expandAlpha(texture(g_palette, vec2(blIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
@ -345,7 +345,7 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
}
else if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX8)
{
shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;";
shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;" << std::endl;
shaderBuilder << " vec4 tl = expandAlpha(texture(g_palette, vec2(tlIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;
shaderBuilder << " vec4 tr = expandAlpha(texture(g_palette, vec2(trIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;
shaderBuilder << " vec4 bl = expandAlpha(texture(g_palette, vec2(blIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;