From 38f73626d4829e00082dd06530498cb70829bf3a Mon Sep 17 00:00:00 2001 From: doodlum Date: Wed, 19 Feb 2025 04:04:04 +0000 Subject: [PATCH] =?UTF-8?q?style:=20=F0=9F=8E=A8=20apply=20clang-format=20?= =?UTF-8?q?changes?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- package/Shaders/Lighting.hlsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/package/Shaders/Lighting.hlsl b/package/Shaders/Lighting.hlsl index 85b375f8f..39e4d7e9b 100644 --- a/package/Shaders/Lighting.hlsl +++ b/package/Shaders/Lighting.hlsl @@ -2449,14 +2449,14 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace float3 vertexColor = lerp(1, TintColor.xyz, input.Color.y); # elif defined(SKYLIGHTING) float3 vertexColor = input.Color.xyz; - if (!SharedData::InInterior && (Permutation::ExtraShaderDescriptor & Permutation::ExtraFlags::IsTree)){ + if (!SharedData::InInterior && (Permutation::ExtraShaderDescriptor & Permutation::ExtraFlags::IsTree)) { // Remove AO float3 normalizedColor = normalize(vertexColor); - float maxChannel = max(max(normalizedColor.r, normalizedColor.g), normalizedColor.b); + float maxChannel = max(max(normalizedColor.r, normalizedColor.g), normalizedColor.b); vertexColor = normalizedColor / maxChannel; vertexColor = lerp(input.Color.xyz, vertexColor, skylightingFadeOutFactor); } -# else +# else float3 vertexColor = input.Color.xyz; # endif // defined (HAIR)