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Cleanup line endings (#245)
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
This commit is contained in:
@ -1,90 +1,90 @@
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#ifndef __E_SHADER_TYPES_H_INCLUDED__
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#define __E_SHADER_TYPES_H_INCLUDED__
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#include "irrTypes.h"
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namespace irr
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{
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namespace video
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{
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_VERTEX_SHADER_TYPE
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{
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EVST_VS_1_1 = 0,
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EVST_VS_2_0,
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EVST_VS_2_a,
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EVST_VS_3_0,
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EVST_VS_4_0,
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EVST_VS_4_1,
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EVST_VS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EVST_COUNT
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};
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//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
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const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
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"vs_1_1",
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"vs_2_0",
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"vs_2_a",
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"vs_3_0",
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"vs_4_0",
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"vs_4_1",
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"vs_5_0",
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0 };
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_PIXEL_SHADER_TYPE
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{
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EPST_PS_1_1 = 0,
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EPST_PS_1_2,
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EPST_PS_1_3,
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EPST_PS_1_4,
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EPST_PS_2_0,
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EPST_PS_2_a,
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EPST_PS_2_b,
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EPST_PS_3_0,
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EPST_PS_4_0,
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EPST_PS_4_1,
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EPST_PS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EPST_COUNT
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};
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//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
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const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
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"ps_1_1",
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"ps_1_2",
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"ps_1_3",
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"ps_1_4",
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"ps_2_0",
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"ps_2_a",
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"ps_2_b",
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"ps_3_0",
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"ps_4_0",
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"ps_4_1",
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"ps_5_0",
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0 };
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//! Enum for supported geometry shader types
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enum E_GEOMETRY_SHADER_TYPE
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{
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EGST_GS_4_0 = 0,
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//! This is not a type, but a value indicating how much types there are.
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EGST_COUNT
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};
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//! String names for supported geometry shader types
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const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
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"gs_4_0",
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0 };
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} // end namespace video
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} // end namespace irr
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#endif // __E_SHADER_TYPES_H_INCLUDED__
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#ifndef __E_SHADER_TYPES_H_INCLUDED__
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#define __E_SHADER_TYPES_H_INCLUDED__
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#include "irrTypes.h"
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namespace irr
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{
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namespace video
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{
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_VERTEX_SHADER_TYPE
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{
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EVST_VS_1_1 = 0,
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EVST_VS_2_0,
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EVST_VS_2_a,
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EVST_VS_3_0,
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EVST_VS_4_0,
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EVST_VS_4_1,
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EVST_VS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EVST_COUNT
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};
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//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
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const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
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"vs_1_1",
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"vs_2_0",
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"vs_2_a",
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"vs_3_0",
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"vs_4_0",
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"vs_4_1",
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"vs_5_0",
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0 };
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//! Compile target enumeration for the addHighLevelShaderMaterial() method.
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enum E_PIXEL_SHADER_TYPE
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{
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EPST_PS_1_1 = 0,
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EPST_PS_1_2,
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EPST_PS_1_3,
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EPST_PS_1_4,
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EPST_PS_2_0,
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EPST_PS_2_a,
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EPST_PS_2_b,
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EPST_PS_3_0,
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EPST_PS_4_0,
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EPST_PS_4_1,
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EPST_PS_5_0,
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//! This is not a type, but a value indicating how much types there are.
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EPST_COUNT
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};
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//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
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const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
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"ps_1_1",
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"ps_1_2",
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"ps_1_3",
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"ps_1_4",
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"ps_2_0",
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"ps_2_a",
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"ps_2_b",
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"ps_3_0",
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"ps_4_0",
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"ps_4_1",
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"ps_5_0",
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0 };
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//! Enum for supported geometry shader types
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enum E_GEOMETRY_SHADER_TYPE
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{
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EGST_GS_4_0 = 0,
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//! This is not a type, but a value indicating how much types there are.
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EGST_COUNT
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};
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//! String names for supported geometry shader types
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const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
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"gs_4_0",
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0 };
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} // end namespace video
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} // end namespace irr
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#endif // __E_SHADER_TYPES_H_INCLUDED__
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