libobs-d3d11: Fix vertical alignment
Someone's going to yell at me about this, but fix vertical alignment for certain member variables in the main header. For future reference, if you must use vertical alignment, always give it plenty of space for the type names to grow in case you need to add/change variables in the future; don't just align to the 'longest' value, give it an extra 8-16 spaces for potential future variables. This is done to prevent having to make commits like this in the future that sort of pollute the history.
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@@ -210,7 +210,7 @@ struct gs_vertex_buffer {
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ComPtr<ID3D11Buffer> tangentBuffer;
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vector<ComPtr<ID3D11Buffer>> uvBuffers;
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gs_device_t *device;
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gs_device_t *device;
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bool dynamic;
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VBDataPtr vbd;
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size_t numVerts;
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@@ -352,18 +352,18 @@ struct gs_sampler_state {
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};
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struct gs_shader_param {
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string name;
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gs_shader_param_type type;
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string name;
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gs_shader_param_type type;
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uint32_t textureID;
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uint32_t textureID;
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int arrayCount;
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int arrayCount;
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size_t pos;
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size_t pos;
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vector<uint8_t> curValue;
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vector<uint8_t> defaultValue;
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bool changed;
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vector<uint8_t> curValue;
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vector<uint8_t> defaultValue;
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bool changed;
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gs_shader_param(shader_var &var, uint32_t &texCounter);
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};
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@@ -383,8 +383,8 @@ struct gs_shader {
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gs_device_t *device;
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gs_shader_type type;
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vector<gs_shader_param> params;
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ComPtr<ID3D11Buffer> constants;
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size_t constantSize;
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ComPtr<ID3D11Buffer> constants;
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size_t constantSize;
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inline void UpdateParam(vector<uint8_t> &constData,
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gs_shader_param ¶m, bool &upload);
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