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https://github.com/raysan5/raylib.git
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Remove trailing spaces
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14
src/core.c
14
src/core.c
@@ -2032,7 +2032,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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if (vShaderStr != NULL) RL_FREE(vShaderStr);
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if (fShaderStr != NULL) RL_FREE(fShaderStr);
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// After shader loading, we TRY to set default location names
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if (shader.id > 0)
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{
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@@ -2043,7 +2043,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// NOTE: If any location is not found, loc point becomes -1
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// Get handles to GLSL input attibute locations
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@@ -2075,9 +2075,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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{
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Shader shader = { 0 };
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shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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shader.id = rlLoadShaderCode(vsCode, fsCode);
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// After shader loading, we TRY to set default location names
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if (shader.id > 0)
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{
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@@ -2088,7 +2088,7 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// NOTE: If any location is not found, loc point becomes -1
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// Get handles to GLSL input attibute locations
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@@ -4406,7 +4406,7 @@ static bool InitGraphicsDevice(int width, int height)
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// Screen scaling matrix is required in case desired screen area is different than display area
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CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
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// Mouse input scaling for the new screen size
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SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
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#endif
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@@ -4443,7 +4443,7 @@ static void SetupViewport(int width, int height)
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float xScale = 1.0f, yScale = 1.0f;
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glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
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rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
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#else
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#else
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rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
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#endif
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