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	SwRasterizer/Lighting: get rid of nested return
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					 1 changed files with 11 additions and 10 deletions
				
			
		|  | @ -340,16 +340,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||||
| 
 | 
 | ||||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); |     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||||
| 
 | 
 | ||||||
|     return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, |     auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, |                                         MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, |                                         MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255) |                                         MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255) | ||||||
|                 .Cast<u8>(), |                        .Cast<u8>(); | ||||||
|             Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, |     auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, |                                          MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, |                                          MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, | ||||||
|                                  MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255) |                                          MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255) | ||||||
|                 .Cast<u8>()}; |                         .Cast<u8>(); | ||||||
|  |     return {diffuse, specular}; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||||
|  |  | ||||||
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