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Remove trailing spaces on shaders
1 parent 29ded51 commit fb0f83b

37 files changed

Lines changed: 137 additions & 137 deletions

examples/audio/resources/shaders/glsl100/fft.fs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -23,15 +23,15 @@ void main()
2323
float localX = mod(fragCoord.x, cellWidth);
2424
float barWidth = cellWidth - 1.0;
2525
vec4 color = WHITE;
26-
26+
2727
if (localX <= barWidth)
2828
{
2929
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
3030
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
3131
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
32-
32+
3333
if (fragTexCoord.y < amplitude) color = BLACK;
3434
}
35-
35+
3636
gl_FragColor = color;
3737
}

examples/audio/resources/shaders/glsl120/fft.fs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -21,15 +21,15 @@ void main()
2121
float localX = mod(fragCoord.x, cellWidth);
2222
float barWidth = cellWidth - 1.0;
2323
vec4 color = WHITE;
24-
24+
2525
if (localX <= barWidth)
2626
{
2727
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
2828
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
2929
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
30-
30+
3131
if (fragTexCoord.y < amplitude) color = BLACK;
3232
}
33-
33+
3434
gl_FragColor = color;
3535
}

examples/audio/resources/shaders/glsl330/fft.fs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -21,15 +21,15 @@ void main()
2121
float localX = mod(fragCoord.x, cellWidth);
2222
float barWidth = cellWidth - 1.0;
2323
vec4 color = WHITE;
24-
24+
2525
if (localX <= barWidth)
2626
{
2727
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
2828
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
2929
float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
30-
30+
3131
if (fragTexCoord.y < amplitude) color = BLACK;
3232
}
33-
33+
3434
finalColor = color;
3535
}

examples/models/resources/shaders/glsl100/skinning.fs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,7 @@ void main()
1414
{
1515
// Fetch color from texture sampler
1616
vec4 texelColor = texture2D(texture0, fragTexCoord);
17-
17+
1818
// Calculate final fragment color
1919
gl_FragColor = texelColor*colDiffuse*fragColor;
2020
}

examples/models/resources/shaders/glsl100/skinning.vs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -23,7 +23,7 @@ void main()
2323
int boneIndex1 = int(vertexBoneIndices.y);
2424
int boneIndex2 = int(vertexBoneIndices.z);
2525
int boneIndex3 = int(vertexBoneIndices.w);
26-
26+
2727
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
2828
mat4 boneMatrixTransposed0 = mat4(
2929
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
@@ -45,13 +45,13 @@ void main()
4545
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
4646
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
4747
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
48-
48+
4949
vec4 skinnedPosition =
5050
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
51-
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
52-
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
51+
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
52+
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
5353
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
54-
54+
5555
fragTexCoord = vertexTexCoord;
5656
fragColor = vertexColor;
5757

examples/models/resources/shaders/glsl120/skinning.fs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ void main()
1212
{
1313
// Fetch color from texture sampler
1414
vec4 texelColor = texture2D(texture0, fragTexCoord);
15-
15+
1616
// Calculate final fragment color
1717
gl_FragColor = texelColor*colDiffuse*fragColor;
1818
}

examples/models/resources/shaders/glsl120/skinning.vs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -23,7 +23,7 @@ void main()
2323
int boneIndex1 = int(vertexBoneIndices.y);
2424
int boneIndex2 = int(vertexBoneIndices.z);
2525
int boneIndex3 = int(vertexBoneIndices.w);
26-
26+
2727
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
2828
mat4 boneMatrixTransposed0 = mat4(
2929
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
@@ -45,13 +45,13 @@ void main()
4545
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
4646
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
4747
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
48-
48+
4949
vec4 skinnedPosition =
5050
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
51-
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
52-
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
51+
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
52+
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
5353
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
54-
54+
5555
fragTexCoord = vertexTexCoord;
5656
fragColor = vertexColor;
5757

examples/models/resources/shaders/glsl330/skinning.vs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -26,17 +26,17 @@ void main()
2626
int boneIndex1 = int(vertexBoneIndices.y);
2727
int boneIndex2 = int(vertexBoneIndices.z);
2828
int boneIndex3 = int(vertexBoneIndices.w);
29-
29+
3030
vec4 skinnedPosition =
3131
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
32-
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
33-
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
32+
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
33+
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
3434
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
3535

3636
vec4 skinnedNormal =
3737
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
38-
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
39-
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
38+
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
39+
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
4040
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
4141
skinnedNormal.w = 0.0;
4242

examples/shaders/resources/shaders/glsl100/ascii.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -58,12 +58,12 @@ void main()
5858
float gray = GreyScale(cellColor);
5959

6060
float n = 4096.0;
61-
61+
6262
// Character set from https://www.shadertoy.com/view/lssGDj
6363
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
6464
if (gray > 0.2) n = 65600.0; // :
6565
if (gray > 0.3) n = 18725316.0; // v
66-
if (gray > 0.4) n = 15255086.0; // o
66+
if (gray > 0.4) n = 15255086.0; // o
6767
if (gray > 0.5) n = 13121101.0; // &
6868
if (gray > 0.6) n = 15252014.0; // 8
6969
if (gray > 0.7) n = 13195790.0; // @

examples/shaders/resources/shaders/glsl100/deferred_shading.vs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,5 +12,5 @@ void main()
1212
fragTexCoord = vertexTexCoord;
1313

1414
// Calculate final vertex position
15-
gl_Position = vec4(vertexPosition, 1.0);
15+
gl_Position = vec4(vertexPosition, 1.0);
1616
}

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