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chore: Make sure all files pass editorconfig rules #20463

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May 31, 2025
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8 changes: 8 additions & 0 deletions .editorconfig
Original file line number Diff line number Diff line change
Expand Up @@ -4,3 +4,11 @@ root = true
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true

# Somehow the binary .rgba file is failing the final newline check.
[*.rgba]
insert_final_newline = unset

# Files generated from Crowdin may include trailing whitespace.
[*.ftl]
trim_trailing_whitespace = unset
66 changes: 33 additions & 33 deletions render/naga-agal/agal-helper/AGALHelper.as
Original file line number Diff line number Diff line change
@@ -1,39 +1,39 @@
package {
import flash.display3D.Context3DProgramType;
import com.adobe.utils.AGALMiniAssembler;
import flash.utils.ByteArray;
import flash.display3D.Context3DProgramType;
import com.adobe.utils.AGALMiniAssembler;
import flash.utils.ByteArray;

public class AGALHelper {
public function AGALHelper() {
// Edit these with the AGAL you want to compile
public class AGALHelper {
public function AGALHelper() {
// Edit these with the AGAL you want to compile

var vertexShader:AGALMiniAssembler = new AGALMiniAssembler();
var vertexBytes = vertexShader.assemble(Context3DProgramType.VERTEX,
"mov vt0, vc[va0.x+5] \n" +
"mov vt1, vc[va1.y+6] \n" +
"add op, vt0, vt1",
2);
trace("Vertex shader:");
printArray(vertexBytes);
var vertexShader:AGALMiniAssembler = new AGALMiniAssembler();
var vertexBytes = vertexShader.assemble(Context3DProgramType.VERTEX,
"mov vt0, vc[va0.x+5] \n" +
"mov vt1, vc[va1.y+6] \n" +
"add op, vt0, vt1",
2);
trace("Vertex shader:");
printArray(vertexBytes);

var fragmentShader:AGALMiniAssembler = new AGALMiniAssembler();
var fragmentBytes = vertexShader.assemble(Context3DProgramType.FRAGMENT,
"mov oc, v0\n",
2);
var fragmentShader:AGALMiniAssembler = new AGALMiniAssembler();
var fragmentBytes = vertexShader.assemble(Context3DProgramType.FRAGMENT,
"mov oc, v0\n",
2);

trace("Fragment shader:");
printArray(fragmentBytes);
}
trace("Fragment shader:");
printArray(fragmentBytes);
}

private function printArray(data:ByteArray) {
var out = "&[";
data.position = 0;
while (data.bytesAvailable != 0) {
out += data.readUnsignedByte();
out += ",";
}
out += "]";
trace(out);
}
}
}
private function printArray(data:ByteArray) {
var out = "&[";
data.position = 0;
while (data.bytesAvailable != 0) {
out += data.readUnsignedByte();
out += ",";
}
out += "]";
trace(out);
}
}
}
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