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Add trailing newline
1 parent 1d936eb commit bfe8348

15 files changed

+30
-14
lines changed

Add-Line.ps1

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@@ -0,0 +1,16 @@
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# Specify the directory containing the files
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$directory = "C:\Users\pauld\Documents\RealityShaders"
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# Get all .fx and .fxh files in the directory
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Get-ChildItem $directory -Recurse -Filter "*.fx*" | ForEach-Object {
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$filename = $_.FullName
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# Read the entire content of the file
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$content = Get-Content $filename
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# Prepend "#line 2 <filename>" to the content
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$newContent = $content
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# Write the new content back to the file
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Set-Content $filename -Value $newContent -Force
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}

bf2editor/shaders/BundledMesh.fx

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@@ -627,4 +627,4 @@ technique DrawShadowMapNV
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VertexShader = compile vs_3_0 VS_ShadowMap_Alpha();
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PixelShader = compile ps_3_0 PS_ShadowMap_Alpha();
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}
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}
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}

bf2editor/shaders/Lightning.fx

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@@ -112,4 +112,4 @@ technique Lightning
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VertexShader = compile vs_3_0 VS_Lightning();
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PixelShader = compile ps_3_0 PS_Lightning();
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}
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}
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}

bf2editor/shaders/LoadingScreen.fx

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@@ -78,4 +78,4 @@ technique Screen
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VertexShader = compile vs_3_0 VS_Screen();
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PixelShader = compile ps_3_0 PS_Screen();
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}
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}
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}

bf2editor/shaders/RaDefines.fx

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@@ -1,3 +1,3 @@
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//
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// This file is a dummy and should be left empty....
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//
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//

bf2editor/shaders/RaShaderBM.fx

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@@ -471,4 +471,4 @@ technique Variable
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VertexShader = compile vs_3_0 VS_BundledMesh();
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PixelShader = compile ps_3_0 PS_BundledMesh();
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}
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}
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}

bf2editor/shaders/SettingsDefines.fxh

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@@ -1 +1 @@
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// #define LOG_DEPTH
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// #define LOG_DEPTH

bf2editor/shaders/Undergrowth.fx

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@@ -427,4 +427,4 @@ PS2FB PS_Undergrowth_ZOnly(VS2PS_ZOnly Input)
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}
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CREATE_TECHNIQUE_UG_ZONLY(ZOnly, VS_Undergrowth_ZOnly(), PS_Undergrowth_ZOnly())
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CREATE_TECHNIQUE_UG_ZONLY(ZOnly_Simple, VS_Undergrowth_ZOnly(), PS_Undergrowth_ZOnly())
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CREATE_TECHNIQUE_UG_ZONLY(ZOnly_Simple, VS_Undergrowth_ZOnly(), PS_Undergrowth_ZOnly())

pr/shaders/BundledMesh.fx

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Original file line numberDiff line numberDiff line change
@@ -627,4 +627,4 @@ technique DrawShadowMapNV
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VertexShader = compile vs_3_0 VS_ShadowMap_Alpha();
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PixelShader = compile ps_3_0 PS_ShadowMap_Alpha();
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}
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}
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}

pr/shaders/Lightning.fx

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Original file line numberDiff line numberDiff line change
@@ -112,4 +112,4 @@ technique Lightning
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VertexShader = compile vs_3_0 VS_Lightning();
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PixelShader = compile ps_3_0 PS_Lightning();
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}
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}
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}

pr/shaders/LoadingScreen.fx

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Original file line numberDiff line numberDiff line change
@@ -78,4 +78,4 @@ technique Screen
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VertexShader = compile vs_3_0 VS_Screen();
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PixelShader = compile ps_3_0 PS_Screen();
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}
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}
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}

pr/shaders/RaDefines.fx

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@@ -1,3 +1,3 @@
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//
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// This file is a dummy and should be left empty....
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//
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//

pr/shaders/RaShaderBM.fx

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@@ -447,4 +447,4 @@ technique Variable
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VertexShader = compile vs_3_0 VS_BundledMesh();
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PixelShader = compile ps_3_0 PS_BundledMesh();
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}
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}
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}

pr/shaders_high/SettingsDefines.fxh

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@@ -1 +1 @@
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#define LOG_DEPTH
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#define LOG_DEPTH

pr/shaders_low/SettingsDefines.fxh

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@@ -1,2 +1,2 @@
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// No Log-Depth in low settings
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//#define LOG_DEPTH
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//#define LOG_DEPTH

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