From 9082550b670555cf8b4725c8f4f2cba09f5aa449 Mon Sep 17 00:00:00 2001 From: James Canete Date: Tue, 30 Oct 2012 03:00:46 +0000 Subject: Fix some non-ASCII characters. Patch originally by /dev/humancontroller, modified by me. --- src/rend2/tr_glsl.c | 4 ++-- src/rend2/tr_main.c | 10 +++++----- 2 files changed, 7 insertions(+), 7 deletions(-) (limited to 'src') diff --git a/src/rend2/tr_glsl.c b/src/rend2/tr_glsl.c index 823fce39..f9d4c3ed 100644 --- a/src/rend2/tr_glsl.c +++ b/src/rend2/tr_glsl.c @@ -731,7 +731,7 @@ static const char *fallbackShadowmaskShader_fp = "\r\n\r\nfloat random( const vec2 p )\r\n{\r\n // We need irrationals for p" "seudo randomness.\r\n // Most (all?) known transcendental numbers will (ge" "nerally) work.\r\n const vec2 r = vec2(\r\n 23.1406926327792690, // e^" -"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond–" +"pi (Gelfond's constant)\r\n 2.6651441426902251); // 2^sqrt(2) (Gelfond-" "Schneider constant)\r\n //return fract( cos( mod( 123456789., 1e-7 + 256. " "* dot(p,r) ) ) );\r\n return mod( 123456789., 1e-7 + 256. * dot(p,r) ); " "\r\n}\r\n\r\nfloat PCF(const sampler2D shadowmap, const vec2 st, const floa" @@ -798,7 +798,7 @@ static const char *fallbackSsaoShader_fp = "\r\n // We need irrationals for pseudo randomness.\r\n // Most (all?) kno" "wn transcendental numbers will (generally) work.\r\n const vec2 r = vec2(" "\r\n 23.1406926327792690, // e^pi (Gelfond's constant)\r\n 2.665144" -"1426902251); // 2^sqrt(2) (Gelfond–Schneider constant)\r\n //return fract(" +"1426902251); // 2^sqrt(2) (Gelfond-Schneider constant)\r\n //return fract(" " cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );\r\n return mod( 12345" "6789., 1e-7 + 256. * dot(p,r) ); \r\n}\r\n\r\nmat2 randomRotation( const v" "ec2 p )\r\n{\r\n\tfloat r = random(p);\r\n\tfloat sinr = sin(r);\r\n\tfloat" diff --git a/src/rend2/tr_main.c b/src/rend2/tr_main.c index c0ad54e5..ea842ff3 100644 --- a/src/rend2/tr_main.c +++ b/src/rend2/tr_main.c @@ -368,10 +368,10 @@ void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal, VectorSubtract(v3, v1, v3v1); // The equation presented in the article states that: - // c2c1_T = V2.texcoord.x – V1.texcoord.x - // c2c1_B = V2.texcoord.y – V1.texcoord.y - // c3c1_T = V3.texcoord.x – V1.texcoord.x - // c3c1_B = V3.texcoord.y – V1.texcoord.y + // c2c1_T = V2.texcoord.x - V1.texcoord.x + // c2c1_B = V2.texcoord.y - V1.texcoord.y + // c3c1_T = V3.texcoord.x - V1.texcoord.x + // c3c1_B = V3.texcoord.y - V1.texcoord.y // Calculate c2c1_T and c2c1_B c2c1_T = t2[0] - t1[0]; @@ -1227,7 +1227,7 @@ void R_SetupProjectionZ(viewParms_t *dest) plane2[2] = -DotProduct (dest->or.axis[0], plane); plane2[3] = DotProduct (plane, dest->or.origin) - plane[3]; - // Lengyel, Eric. “Modifying the Projection Matrix to Perform Oblique Near-plane Clipping”. + // Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping". // Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0]; q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5]; -- cgit