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| author | Dave Houlton <euclid@lindenlab.com> | 2020-08-05 12:30:24 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-08-05 12:30:24 -0600 | 
| commit | 92ee1be5cf08158a40113a4bab5b7c5a9fc42055 (patch) | |
| tree | d26f356660bde5d9784d9e4671c5f28f3a9ec039 | |
| parent | 8b314a646f67c8b0ebb81c8b81400b6509c51737 (diff) | |
SL-13521, clang-format LLRender::syncLightState() (whitespace)
| -rw-r--r-- | indra/llrender/llrender.cpp | 50 | 
1 files changed, 25 insertions, 25 deletions
| diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 5208db48d2..11d9ef3f57 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1198,46 +1198,46 @@ void LLRender::refreshState(void)  void LLRender::syncLightState()  { -	LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; +    LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr; -	if (!shader) -	{ -		return; -	} +    if (!shader) +    { +        return; +    } -	if (shader->mLightHash != mLightHash) -	{ -		shader->mLightHash = mLightHash; +    if (shader->mLightHash != mLightHash) +    { +        shader->mLightHash = mLightHash; -		LLVector4 position[LL_NUM_LIGHT_UNITS]; -		LLVector3 direction[LL_NUM_LIGHT_UNITS]; -		LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; -		LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; +        LLVector4 position[LL_NUM_LIGHT_UNITS]; +        LLVector3 direction[LL_NUM_LIGHT_UNITS]; +        LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; +        LLVector3 diffuse[LL_NUM_LIGHT_UNITS];          LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];          bool      sun_primary[LL_NUM_LIGHT_UNITS]; -		for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) -		{ -			LLLightState* light = mLightState[i]; +        for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) +        { +            LLLightState *light = mLightState[i]; -			position[i] = light->mPosition; -			direction[i] = light->mSpotDirection; +            position[i]  = light->mPosition; +            direction[i] = light->mSpotDirection;              attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); -			diffuse[i].set(light->mDiffuse.mV); +            diffuse[i].set(light->mDiffuse.mV);              diffuse_b[i].set(light->mDiffuseB.mV);              sun_primary[i] = light->mSunIsPrimary; -		} +        } -		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); -		shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); -		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); -		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); -		shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); +        shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); +        shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); +        shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); +        shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); +        shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);          shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);          shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); -	} +    }  }  void LLRender::syncMatrices() | 
