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Fix some non-ASCII characters.
Patch originally by /dev/humancontroller, modified by me.
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2 changed files with 7 additions and 7 deletions
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@ -731,7 +731,7 @@ static const char *fallbackShadowmaskShader_fp =
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"\r\n\r\nfloat random( const vec2 p )\r\n{\r\n // We need irrationals for p"
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"seudo randomness.\r\n // Most (all?) known transcendental numbers will (ge"
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"nerally) work.\r\n const vec2 r = vec2(\r\n 23.1406926327792690, // e^"
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"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond–"
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"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond-"
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"Schneider constant)\r\n //return fract( cos( mod( 123456789., 1e-7 + 256. "
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"* dot(p,r) ) ) );\r\n return mod( 123456789., 1e-7 + 256. * dot(p,r) ); "
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"\r\n}\r\n\r\nfloat PCF(const sampler2D shadowmap, const vec2 st, const floa"
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@ -798,7 +798,7 @@ static const char *fallbackSsaoShader_fp =
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"\r\n // We need irrationals for pseudo randomness.\r\n // Most (all?) kno"
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"wn transcendental numbers will (generally) work.\r\n const vec2 r = vec2("
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"\r\n 23.1406926327792690, // e^pi (Gelfond's constant)\r\n 2.665144"
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"1426902251); // 2^sqrt(2) (Gelfond–Schneider constant)\r\n //return fract("
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"1426902251); // 2^sqrt(2) (Gelfond-Schneider constant)\r\n //return fract("
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" cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );\r\n return mod( 12345"
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"6789., 1e-7 + 256. * dot(p,r) ); \r\n}\r\n\r\nmat2 randomRotation( const v"
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"ec2 p )\r\n{\r\n\tfloat r = random(p);\r\n\tfloat sinr = sin(r);\r\n\tfloat"
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@ -368,10 +368,10 @@ void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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VectorSubtract(v3, v1, v3v1);
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// The equation presented in the article states that:
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// c2c1_T = V2.texcoord.x – V1.texcoord.x
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// c2c1_B = V2.texcoord.y – V1.texcoord.y
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// c3c1_T = V3.texcoord.x – V1.texcoord.x
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// c3c1_B = V3.texcoord.y – V1.texcoord.y
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// c2c1_T = V2.texcoord.x - V1.texcoord.x
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// c2c1_B = V2.texcoord.y - V1.texcoord.y
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// c3c1_T = V3.texcoord.x - V1.texcoord.x
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// c3c1_B = V3.texcoord.y - V1.texcoord.y
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// Calculate c2c1_T and c2c1_B
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c2c1_T = t2[0] - t1[0];
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@ -1227,7 +1227,7 @@ void R_SetupProjectionZ(viewParms_t *dest)
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plane2[2] = -DotProduct (dest->or.axis[0], plane);
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plane2[3] = DotProduct (plane, dest->or.origin) - plane[3];
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// Lengyel, Eric. “Modifying the Projection Matrix to Perform Oblique Near-plane Clipping”.
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// Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping".
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// Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html
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q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0];
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q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5];
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