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9 changes: 4 additions & 5 deletions .pre-commit-config.yaml
Original file line number Diff line number Diff line change
@@ -1,30 +1,29 @@
repos:
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v5.0.0
rev: v6.0.0
hooks:
- id: trailing-whitespace
args: [--markdown-linebreak-ext=md]
- id: check-yaml

- repo: https://github.com/pre-commit/mirrors-clang-format
rev: v20.1.5
rev: v21.1.8
hooks:
- id: clang-format
args: [--style=file]
types_or: [file]
files: \.(h|hpp|c|cpp|hlsl|hlsli)$
additional_dependencies: ["clang-format==20.1.5"]
exclude: ^(extern|include)/

- repo: https://github.com/pre-commit/mirrors-prettier
rev: v3.1.0
rev: v4.0.0-alpha.8
hooks:
- id: prettier
additional_dependencies: ["prettier@3.1.0"]
files: \.(json|md|yml|yaml)$
exclude: ^(\.\/)?(extern|include|build|dist)\/
- repo: https://github.com/BlankSpruce/gersemi
rev: 0.22.3
rev: 0.26.0
hooks:
- id: gersemi
files: '(^CMakeLists.txt$|.*\\.cmake$)'
Expand Down
36 changes: 12 additions & 24 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -169,8 +169,7 @@ foreach(FEATURE_PATH ${FEATURE_CONFIG_FILES})
string(STRIP "${CONFIG_VALUE}" CONFIG_VALUE)
if(CONFIG_VALUE)
string(
REGEX MATCH
"Version = ([0-9]+)-([0-9]+)-([0-9]+)"
REGEX MATCH "Version = ([0-9]+)-([0-9]+)-([0-9]+)"
_
"${CONFIG_VALUE}"
)
Expand All @@ -183,8 +182,7 @@ foreach(FEATURE_PATH ${FEATURE_CONFIG_FILES})
set(ver_minor ${CMAKE_MATCH_2})
set(ver_patch ${CMAKE_MATCH_3})
list(
APPEND
FEATURE_VERSIONS
APPEND FEATURE_VERSIONS
"\t\t{\"${FEATURE}\"sv, {${ver_major},${ver_minor},${ver_patch}}}"
)
else()
Expand Down Expand Up @@ -318,8 +316,7 @@ set(AIO_DIR "${CMAKE_CURRENT_BINARY_DIR}/aio")
if(WIN32)
set(ROBOCOPY_WRAPPER "${CMAKE_BINARY_DIR}/robocopy_wrapper.cmd")
file(
WRITE
${ROBOCOPY_WRAPPER}
WRITE ${ROBOCOPY_WRAPPER}
"@echo off\r\nrem Robocopy wrapper: forwards all args to robocopy and normalizes exit codes\r\nrobocopy %*\r\nset rc=%ERRORLEVEL%\r\nif %rc% GEQ 8 exit /b %rc%\r\nexit /b 0\r\n"
)
endif()
Expand Down Expand Up @@ -377,8 +374,7 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
# Ensure SKSE/Plugins dir exists
# Note: DLL and PDB are copied via POST_BUILD command to avoid race conditions
list(
APPEND
_prepare_aio_cmds
APPEND _prepare_aio_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand All @@ -398,8 +394,7 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
set(_dst "${AIO_DIR}/${_rel}")
get_filename_component(_dst_dir "${_dst}" DIRECTORY)
list(
APPEND
_prepare_aio_cmds
APPEND _prepare_aio_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand Down Expand Up @@ -427,8 +422,7 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
set(_dst "${AIO_DIR}/${_rel}")
get_filename_component(_dst_dir "${_dst}" DIRECTORY)
list(
APPEND
_prepare_aio_cmds
APPEND _prepare_aio_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand All @@ -447,17 +441,15 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)

# Remove CORE from AIO if it exists (keep rest intact)
list(
APPEND
_prepare_aio_cmds
APPEND _prepare_aio_cmds
COMMAND
${CMAKE_COMMAND}
-E
remove
"${AIO_DIR}/CORE"
)
list(
APPEND
_prepare_aio_cmds
APPEND _prepare_aio_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand Down Expand Up @@ -511,8 +503,7 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
set(_dst "${AIO_DIR}/Shaders/${_rel}")
get_filename_component(_dst_dir "${_dst}" DIRECTORY)
list(
APPEND
_shader_copy_cmds
APPEND _shader_copy_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand Down Expand Up @@ -543,8 +534,7 @@ if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
set(_dst "${AIO_DIR}/Shaders/${_rel}")
get_filename_component(_dst_dir "${_dst}" DIRECTORY)
list(
APPEND
_shader_copy_cmds
APPEND _shader_copy_cmds
COMMAND
${CMAKE_COMMAND}
-E
Expand Down Expand Up @@ -656,8 +646,7 @@ if(AUTO_PLUGIN_DEPLOYMENT)
)

list(
APPEND
SHADER_ONLY_HASHES
APPEND SHADER_ONLY_HASHES
${DEPLOY_TARGET_HASH}_shaders_only.stamp
)

Expand All @@ -684,8 +673,7 @@ if(AUTO_PLUGIN_DEPLOYMENT)

list(APPEND DEPLOY_TARGET_HASHES ${DEPLOY_TARGET_HASH}_deploy.stamp)
list(
APPEND
DEPLOY_TARGET_HASHES
APPEND DEPLOY_TARGET_HASHES
${DEPLOY_TARGET_HASH}_shaders_full.stamp
)
endforeach()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -8,9 +8,9 @@ typedef VS_OUTPUT PS_INPUT;

struct PS_OUTPUT
{
float4 RefractionNormals : SV_TARGET0;
float SAOCameraZ : SV_TARGET1;
float Depth : SV_Depth;
float4 RefractionNormals: SV_TARGET0;
float SAOCameraZ: SV_TARGET1;
float Depth: SV_Depth;
};

SamplerState LinearSampler : register(s0);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ typedef VS_OUTPUT PS_INPUT;

struct PS_OUTPUT
{
float UnderwaterMask : SV_TARGET;
float UnderwaterMask: SV_TARGET;
};

SamplerState LinearSampler : register(s0);
Expand Down
4 changes: 2 additions & 2 deletions features/Upscaling/Shaders/Upscaling/UpscaleVS.hlsl
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
float4 Position: SV_POSITION;
float2 TexCoord: TEXCOORD;
};

#if defined(VSHADER)
Expand Down
12 changes: 6 additions & 6 deletions package/Shaders/BloodSplatter.hlsl
Original file line number Diff line number Diff line change
@@ -1,16 +1,16 @@
struct VS_INPUT
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float4 Position: POSITION0;
float2 TexCoord: TEXCOORD0;
};

struct VS_OUTPUT
{
float4 Position : SV_POSITION0;
float3 TexCoordColor : TEXCOORD0;
float4 Position: SV_POSITION0;
float3 TexCoordColor: TEXCOORD0;

#if defined(SPLATTER)
float2 TexCoordAlpha : TEXCOORD1;
float2 TexCoordAlpha: TEXCOORD1;
#endif
};

Expand Down Expand Up @@ -46,7 +46,7 @@ typedef VS_OUTPUT PS_INPUT;

struct PS_OUTPUT
{
float4 Color : SV_Target0;
float4 Color: SV_Target0;
};

#ifdef PSHADER
Expand Down
4 changes: 2 additions & 2 deletions package/Shaders/Common/DummyVS.hlsl
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
struct VS_INPUT
{
float4 Position : POSITION0;
float4 Position: POSITION0;
};

struct VS_OUTPUT
{
float4 Position : SV_POSITION0;
float4 Position: SV_POSITION0;
};

#ifdef VSHADER
Expand Down
8 changes: 4 additions & 4 deletions package/Shaders/Common/DummyVSTexCoord.hlsl
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
struct VS_INPUT
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float4 Position: POSITION0;
float2 TexCoord: TEXCOORD0;
};

struct VS_OUTPUT
{
float4 Position : SV_POSITION0;
float2 TexCoord : TEXCOORD0;
float4 Position: SV_POSITION0;
float2 TexCoord: TEXCOORD0;
};

#ifdef VSHADER
Expand Down
42 changes: 21 additions & 21 deletions package/Shaders/DistantTree.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -12,34 +12,34 @@

struct VS_INPUT
{
float3 Position : POSITION0;
float2 TexCoord0 : TEXCOORD0;
float4 InstanceData1 : TEXCOORD4;
float4 InstanceData2 : TEXCOORD5;
float4 InstanceData3 : TEXCOORD6;
float4 InstanceData4 : TEXCOORD7;
float3 Position: POSITION0;
float2 TexCoord0: TEXCOORD0;
float4 InstanceData1: TEXCOORD4;
float4 InstanceData2: TEXCOORD5;
float4 InstanceData3: TEXCOORD6;
float4 InstanceData4: TEXCOORD7;
#if defined(VR)
uint InstanceID : SV_INSTANCEID;
uint InstanceID: SV_INSTANCEID;
#endif // VR
};

struct VS_OUTPUT
{
float4 Position : SV_POSITION0;
float3 TexCoord : TEXCOORD0;
float4 Position: SV_POSITION0;
float3 TexCoord: TEXCOORD0;

#if defined(RENDER_DEPTH)
float4 Depth : TEXCOORD3;
float4 Depth: TEXCOORD3;
#else
float4 WorldPosition : POSITION1;
float4 PreviousWorldPosition : POSITION2;
float4 WorldPosition: POSITION1;
float4 PreviousWorldPosition: POSITION2;
#endif // RENDER_DEPTH
float4 ViewPosition : POSITION3;
float4 ViewPosition: POSITION3;

#if defined(VR)
float ClipDistance : SV_ClipDistance0; // o11
float CullDistance : SV_CullDistance0; // p11
uint EyeIndex : EYEIDX0;
float ClipDistance: SV_ClipDistance0; // o11
float CullDistance: SV_CullDistance0; // p11
uint EyeIndex: EYEIDX0;
#endif // VR
};

Expand Down Expand Up @@ -107,14 +107,14 @@ typedef VS_OUTPUT PS_INPUT;

struct PS_OUTPUT
{
float4 Diffuse : SV_Target0;
float4 Diffuse: SV_Target0;

#if !defined(RENDER_DEPTH)
# if defined(DEFERRED)
float2 MotionVector : SV_Target1;
float4 Normal : SV_Target2;
float4 Albedo : SV_Target3;
float4 Masks : SV_Target6;
float2 MotionVector: SV_Target1;
float4 Normal: SV_Target2;
float4 Albedo: SV_Target3;
float4 Masks: SV_Target6;
# endif // DEFERRED
#endif // !RENDER_DEPTH
};
Expand Down
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