Remove trailing spaces

This commit is contained in:
raysan5
2021-04-01 20:24:33 +02:00
parent b4975619ed
commit aed0fee2ca
8 changed files with 60 additions and 60 deletions

View File

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