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authorraysan5 <[email protected]>2021-10-19 14:57:12 +0200
committerraysan5 <[email protected]>2021-10-19 14:57:12 +0200
commitfec0ce34c5da82fcd36446abddd235e36bc0f5be (patch)
tree1aefbcd77ec9b7d8408806666a086bf41fb8ac98 /examples/text/resources/shaders/glsl330
parent719c1551cc4f773fa667aaf4d34e7d11bc93c85e (diff)
downloadraylib-fec0ce34c5da82fcd36446abddd235e36bc0f5be.tar.gz
raylib-fec0ce34c5da82fcd36446abddd235e36bc0f5be.zip
Remove trailing spaces
Diffstat (limited to 'examples/text/resources/shaders/glsl330')
-rw-r--r--examples/text/resources/shaders/glsl330/sdf.fs2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/text/resources/shaders/glsl330/sdf.fs b/examples/text/resources/shaders/glsl330/sdf.fs
index 45e1cabe..545f4507 100644
--- a/examples/text/resources/shaders/glsl330/sdf.fs
+++ b/examples/text/resources/shaders/glsl330/sdf.fs
@@ -20,7 +20,7 @@ void main()
float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5;
float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline)));
float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline);
-
+
// Calculate final fragment color
finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
}