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authorFelix Dick <felix.dick@web.de>2022-09-25 20:07:48 +0200
committerFelix Dick <felix.dick@web.de>2022-09-25 20:07:48 +0200
commitbf3f519eb76bfa8d5f7d71f882b7b803c699aee1 (patch)
tree77126f8d49917fc0bcd44af7859e88fb88d7bfaa /src/render/shaders
parent190229942f60ea5b8905a673ddea44c05da14de3 (diff)
Remove trailing whitespace.
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/Border.hpp4
-rw-r--r--src/render/shaders/Shadow.hpp4
-rw-r--r--src/render/shaders/Textures.hpp4
3 files changed, 6 insertions, 6 deletions
diff --git a/src/render/shaders/Border.hpp b/src/render/shaders/Border.hpp
index 69f1ad5b..806fa64a 100644
--- a/src/render/shaders/Border.hpp
+++ b/src/render/shaders/Border.hpp
@@ -42,7 +42,7 @@ void main() {
vec4 pixColor = v_color;
bool done = false;
-
+
// check for edges
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
@@ -88,4 +88,4 @@ void main() {
gl_FragColor = pixColor;
}
-)#"; \ No newline at end of file
+)#";
diff --git a/src/render/shaders/Shadow.hpp b/src/render/shaders/Shadow.hpp
index dca194c0..8fd25382 100644
--- a/src/render/shaders/Shadow.hpp
+++ b/src/render/shaders/Shadow.hpp
@@ -59,7 +59,7 @@ void main() {
}
}
- if (!done) {
+ if (!done) {
// distance to all straight bb borders
float distanceT = pixCoord[1];
float distanceB = fullSize[1] - pixCoord[1];
@@ -79,4 +79,4 @@ void main() {
}
gl_FragColor = pixColor;
-})#"; \ No newline at end of file
+})#";
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index da02e51f..3ec099ab 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -267,7 +267,7 @@ void main() {
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
-
+
vec2 pixCoord = fullSize * v_texcoord;
)#" + ROUNDED_SHADER_FUNC("pixColor") +
@@ -310,7 +310,7 @@ void main() {
vec2 uv = v_texcoord / 2.0;
vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
-
+
sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;