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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
parent719c1551cc4f773fa667aaf4d34e7d11bc93c85e (diff)
downloadraylib-fec0ce34c5da82fcd36446abddd235e36bc0f5be.tar.gz
raylib-fec0ce34c5da82fcd36446abddd235e36bc0f5be.zip
Remove trailing spaces
Diffstat (limited to 'examples/text')
-rw-r--r--examples/text/resources/shaders/glsl100/alpha_discard.fs4
-rw-r--r--examples/text/resources/shaders/glsl100/sdf.fs2
-rw-r--r--examples/text/resources/shaders/glsl330/sdf.fs2
3 files changed, 4 insertions, 4 deletions
diff --git a/examples/text/resources/shaders/glsl100/alpha_discard.fs b/examples/text/resources/shaders/glsl100/alpha_discard.fs
index a6b1e20c..15aacf5f 100644
--- a/examples/text/resources/shaders/glsl100/alpha_discard.fs
+++ b/examples/text/resources/shaders/glsl100/alpha_discard.fs
@@ -13,8 +13,8 @@ uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
-
+
if (texelColor.a == 0.0) discard;
-
+
gl_FragColor = texelColor*fragColor*colDiffuse;
}
diff --git a/examples/text/resources/shaders/glsl100/sdf.fs b/examples/text/resources/shaders/glsl100/sdf.fs
index 31323d96..d4878cf4 100644
--- a/examples/text/resources/shaders/glsl100/sdf.fs
+++ b/examples/text/resources/shaders/glsl100/sdf.fs
@@ -19,7 +19,7 @@ void main()
// NOTE: Calculate alpha using signed distance field (SDF)
float distance = texture2D(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
-
+
// Calculate final fragment color
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
}
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);
}