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authorLizzy Fleckenstein <lizzy@vlhl.dev>2026-04-12 22:34:18 +0200
committerLizzy Fleckenstein <lizzy@vlhl.dev>2026-04-12 22:45:04 +0200
commitd58e1aea4b57e890706b96565c8c1fd9e09b42ec (patch)
tree61a838aa434da6a890ace72898b854328e0b688f /src/shader
parent5aa88cf26954a738d0f22a7c90bb33f1df422919 (diff)
downloadanimtool-d58e1aea4b57e890706b96565c8c1fd9e09b42ec.tar.xz
fix whitespaceHEADmain
Diffstat (limited to 'src/shader')
-rw-r--r--src/shader/fragment_color.glsl2
-rw-r--r--src/shader/fragment_cubemap.glsl6
-rw-r--r--src/shader/fragment_texture.glsl6
-rw-r--r--src/shader/vertex.glsl6
4 files changed, 10 insertions, 10 deletions
diff --git a/src/shader/fragment_color.glsl b/src/shader/fragment_color.glsl
index 6980821..ffefe67 100644
--- a/src/shader/fragment_color.glsl
+++ b/src/shader/fragment_color.glsl
@@ -9,5 +9,5 @@ uniform vec3 color;
void main()
{
- out_color = vec4(color, 1.0);
+ out_color = vec4(color, 1.0);
}
diff --git a/src/shader/fragment_cubemap.glsl b/src/shader/fragment_cubemap.glsl
index fad97b4..3fa3157 100644
--- a/src/shader/fragment_cubemap.glsl
+++ b/src/shader/fragment_cubemap.glsl
@@ -10,7 +10,7 @@ uniform samplerCube tex;
void main()
{
- out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0);
- if (out_color.a == 0.0)
- discard;
+ out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0);
+ if (out_color.a == 0.0)
+ discard;
}
diff --git a/src/shader/fragment_texture.glsl b/src/shader/fragment_texture.glsl
index 43c40bc..35797b6 100644
--- a/src/shader/fragment_texture.glsl
+++ b/src/shader/fragment_texture.glsl
@@ -10,7 +10,7 @@ uniform sampler2D tex;
void main()
{
- out_color = texture(tex, frag_tex) * vec4(color, 1.0);
- if (out_color.a == 0.0)
- discard;
+ out_color = texture(tex, frag_tex) * vec4(color, 1.0);
+ if (out_color.a == 0.0)
+ discard;
}
diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl
index 9389715..341e160 100644
--- a/src/shader/vertex.glsl
+++ b/src/shader/vertex.glsl
@@ -11,7 +11,7 @@ uniform mat4 view_proj;
void main()
{
- gl_Position = view_proj * model * vec4(vert_pos, 1.0);
- frag_pos = vert_pos;
- frag_tex = vert_tex;
+ gl_Position = view_proj * model * vec4(vert_pos, 1.0);
+ frag_pos = vert_pos;
+ frag_tex = vert_tex;
}