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Replace tabs by 4 spaces

raysan5 4 ani în urmă
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65b299c6cf

+ 13 - 13
examples/models/resources/shaders/glsl330/brdf.fs

@@ -41,27 +41,27 @@ float RadicalInverseVdC(uint bits)
 // Compute Hammersley coordinates
 vec2 Hammersley(uint i, uint N)
 {
-	return vec2(float(i)/float(N), RadicalInverseVdC(i));
+    return vec2(float(i)/float(N), RadicalInverseVdC(i));
 }
 
 // Integrate number of importance samples for (roughness and NoV)
 vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
 {
-	float a = roughness*roughness;
-	float phi = 2.0 * PI * Xi.x;
-	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
-	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+    float a = roughness*roughness;
+    float phi = 2.0 * PI * Xi.x;
+    float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+    float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
 
-	// Transform from spherical coordinates to cartesian coordinates (halfway vector)
-	vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+    // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+    vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
 
-	// Transform from tangent space H vector to world space sample vector
-	vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
-	vec3 tangent = normalize(cross(up, N));
-	vec3 bitangent = cross(N, tangent);
-	vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+    // Transform from tangent space H vector to world space sample vector
+    vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+    vec3 tangent = normalize(cross(up, N));
+    vec3 bitangent = cross(N, tangent);
+    vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
 
-	return normalize(sampleVec);
+    return normalize(sampleVec);
 }
 
 float GeometrySchlickGGX(float NdotV, float roughness)

+ 13 - 13
examples/models/resources/shaders/glsl330/prefilter.fs

@@ -54,26 +54,26 @@ float RadicalInverse_VdC(uint bits)
 
 vec2 Hammersley(uint i, uint N)
 {
-	return vec2(float(i)/float(N), RadicalInverse_VdC(i));
+    return vec2(float(i)/float(N), RadicalInverse_VdC(i));
 }
 
 vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
 {
-	float a = roughness*roughness;
-	float phi = 2.0*PI*Xi.x;
-	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
-	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
+    float a = roughness*roughness;
+    float phi = 2.0*PI*Xi.x;
+    float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
+    float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
 
-	// Transform from spherical coordinates to cartesian coordinates (halfway vector)
-	vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
+    // Transform from spherical coordinates to cartesian coordinates (halfway vector)
+    vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
 
-	// Transform from tangent space H vector to world space sample vector
-	vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
-	vec3 tangent = normalize(cross(up, N));
-	vec3 bitangent = cross(N, tangent);
-	vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
+    // Transform from tangent space H vector to world space sample vector
+    vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
+    vec3 tangent = normalize(cross(up, N));
+    vec3 bitangent = cross(N, tangent);
+    vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
 
-	return normalize(sampleVec);
+    return normalize(sampleVec);
 }
 
 void main()

+ 1 - 1
examples/models/resources/shaders/glsl330/skybox.fs

@@ -4,7 +4,7 @@
 *
 *   Copyright (c) 2017 Victor Fisac
 *
-*	19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
+*    19-Jun-2020 - modified by Giuseppe Mastrangelo (@peppemas) - VFlip Support
 *
 **********************************************************************************************/
 

+ 1 - 1
examples/shaders/resources/shaders/glsl100/bloom.fs

@@ -14,7 +14,7 @@ uniform vec4 colDiffuse;
 
 const vec2 size = vec2(800, 450);   // render size
 const float samples = 5.0;          // pixels per axis; higher = bigger glow, worse performance
-const float quality = 2.5; 	        // lower = smaller glow, better quality
+const float quality = 2.5;             // lower = smaller glow, better quality
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl100/dream_vision.fs

@@ -34,4 +34,4 @@ void main()
     color = color/9.5;
 
     gl_FragColor = color;
-}			
+}            

+ 56 - 56
examples/shaders/resources/shaders/glsl100/raymarching.fs

@@ -42,7 +42,7 @@ uniform vec2 resolution;
 
 float sdPlane( vec3 p )
 {
-	return p.y;
+    return p.y;
 }
 
 float sdSphere( vec3 p, float s )
@@ -85,9 +85,9 @@ float sdHexPrism( vec3 p, vec2 h )
 
 float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
 {
-	vec3 pa = p-a, ba = b-a;
-	float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
-	return length( pa - ba*h ) - r;
+    vec3 pa = p-a, ba = b-a;
+    float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+    return length( pa - ba*h ) - r;
 }
 
 float sdEquilateralTriangle(  in vec2 p )
@@ -154,19 +154,19 @@ float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
 
 float length2( vec2 p )
 {
-	return sqrt( p.x*p.x + p.y*p.y );
+    return sqrt( p.x*p.x + p.y*p.y );
 }
 
 float length6( vec2 p )
 {
-	p = p*p*p; p = p*p;
-	return pow( p.x + p.y, 1.0/6.0 );
+    p = p*p*p; p = p*p;
+    return pow( p.x + p.y, 1.0/6.0 );
 }
 
 float length8( vec2 p )
 {
-	p = p*p; p = p*p; p = p*p;
-	return pow( p.x + p.y, 1.0/8.0 );
+    p = p*p; p = p*p; p = p*p;
+    return pow( p.x + p.y, 1.0/8.0 );
 }
 
 float sdTorus82( vec3 p, vec2 t )
@@ -195,7 +195,7 @@ float opS( float d1, float d2 )
 
 vec2 opU( vec2 d1, vec2 d2 )
 {
-	return (d1.x<d2.x) ? d1 : d2;
+    return (d1.x<d2.x) ? d1 : d2;
 }
 
 vec3 opRep( vec3 p, vec3 c )
@@ -216,25 +216,25 @@ vec3 opTwist( vec3 p )
 vec2 map( in vec3 pos )
 {
     vec2 res = opU( vec2( sdPlane(     pos), 1.0 ),
-	                vec2( sdSphere(    pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
+                    vec2( sdSphere(    pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
     res = opU( res, vec2( sdBox(       pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
     res = opU( res, vec2( udRoundBox(  pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
-	res = opU( res, vec2( sdTorus(     pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
+    res = opU( res, vec2( sdTorus(     pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
     res = opU( res, vec2( sdCapsule(   pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1  ), 31.9 ) );
-	res = opU( res, vec2( sdTriPrism(  pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
-	res = opU( res, vec2( sdCylinder(  pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
-	res = opU( res, vec2( sdCone(      pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
-	res = opU( res, vec2( sdTorus82(   pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
-	res = opU( res, vec2( sdTorus88(   pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
-	res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
-	res = opU( res, vec2( sdHexPrism(  pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
-	res = opU( res, vec2( sdPryamid4(  pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
+    res = opU( res, vec2( sdTriPrism(  pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
+    res = opU( res, vec2( sdCylinder(  pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
+    res = opU( res, vec2( sdCone(      pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
+    res = opU( res, vec2( sdTorus82(   pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
+    res = opU( res, vec2( sdTorus88(   pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
+    res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
+    res = opU( res, vec2( sdHexPrism(  pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
+    res = opU( res, vec2( sdPryamid4(  pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
     res = opU( res, vec2( opS( udRoundBox(  pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
-	                           sdSphere(    pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
+                               sdSphere(    pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
     res = opU( res, vec2( opS( sdTorus82(  pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
-	                           sdCylinder(  opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
-	res = opU( res, vec2( 0.5*sdSphere(    pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
-	res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
+                               sdCylinder(  opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
+    res = opU( res, vec2( 0.5*sdSphere(    pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
+    res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
     res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
     res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
         
@@ -257,11 +257,11 @@ vec2 castRay( in vec3 ro, in vec3 rd )
     float m = -1.0;
     for( int i=0; i<64; i++ )
     {
-	    float precis = 0.0005*t;
-	    vec2 res = map( ro+rd*t );
+        float precis = 0.0005*t;
+        vec2 res = map( ro+rd*t );
         if( res.x<precis || t>tmax ) break;
         t += res.x;
-	    m = res.y;
+        m = res.y;
     }
 
     if( t>tmax ) m=-1.0;
@@ -271,11 +271,11 @@ vec2 castRay( in vec3 ro, in vec3 rd )
 
 float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
 {
-	float res = 1.0;
+    float res = 1.0;
     float t = mint;
     for( int i=0; i<16; i++ )
     {
-		float h = map( ro + rd*t ).x;
+        float h = map( ro + rd*t ).x;
         res = min( res, 8.0*h/t );
         t += clamp( h, 0.02, 0.10 );
         if( h<0.001 || t>tmax ) break;
@@ -287,22 +287,22 @@ vec3 calcNormal( in vec3 pos )
 {
     vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
     return normalize( e.xyy*map( pos + e.xyy ).x + 
-					  e.yyx*map( pos + e.yyx ).x + 
-					  e.yxy*map( pos + e.yxy ).x + 
-					  e.xxx*map( pos + e.xxx ).x );
+                      e.yyx*map( pos + e.yyx ).x + 
+                      e.yxy*map( pos + e.yxy ).x + 
+                      e.xxx*map( pos + e.xxx ).x );
     /*
-	vec3 eps = vec3( 0.0005, 0.0, 0.0 );
-	vec3 nor = vec3(
-	    map(pos+eps.xyy).x - map(pos-eps.xyy).x,
-	    map(pos+eps.yxy).x - map(pos-eps.yxy).x,
-	    map(pos+eps.yyx).x - map(pos-eps.yyx).x );
-	return normalize(nor);
-	*/
+    vec3 eps = vec3( 0.0005, 0.0, 0.0 );
+    vec3 nor = vec3(
+        map(pos+eps.xyy).x - map(pos-eps.xyy).x,
+        map(pos+eps.yxy).x - map(pos-eps.yxy).x,
+        map(pos+eps.yyx).x - map(pos-eps.yyx).x );
+    return normalize(nor);
+    */
 }
 
 float calcAO( in vec3 pos, in vec3 nor )
 {
-	float occ = 0.0;
+    float occ = 0.0;
     float sca = 1.0;
     for( int i=0; i<5; i++ )
     {
@@ -331,7 +331,7 @@ vec3 render( in vec3 ro, in vec3 rd )
     vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
     vec2 res = castRay(ro,rd);
     float t = res.x;
-	float m = res.y;
+    float m = res.y;
     if( m>-0.5 )
     {
         vec3 pos = ro + t*rd;
@@ -339,7 +339,7 @@ vec3 render( in vec3 ro, in vec3 rd )
         vec3 ref = reflect( rd, nor );
         
         // material        
-		col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
+        col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
         if( m<1.5 )
         {
             
@@ -349,9 +349,9 @@ vec3 render( in vec3 ro, in vec3 rd )
 
         // lighting        
         float occ = calcAO( pos, nor );
-		vec3  lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
+        vec3  lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
         vec3  hal = normalize( lig-rd );
-		float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
+        float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
         float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
         float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
         float dom = smoothstep( -0.1, 0.1, ref.y );
@@ -360,31 +360,31 @@ vec3 render( in vec3 ro, in vec3 rd )
         dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
         dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
 
-		float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
+        float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
                     dif *
                     (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
 
-		vec3 lin = vec3(0.0);
+        vec3 lin = vec3(0.0);
         lin += 1.30*dif*vec3(1.00,0.80,0.55);
         lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
         lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
         lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
         lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
-		col = col*lin;
-		col += 10.00*spe*vec3(1.00,0.90,0.70);
+        col = col*lin;
+        col += 10.00*spe*vec3(1.00,0.90,0.70);
 
-    	col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
+        col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
     }
 
-	return vec3( clamp(col,0.0,1.0) );
+    return vec3( clamp(col,0.0,1.0) );
 }
 
 mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
 {
     vec3 cw = normalize(ta-ro);
-	vec3 cp = vec3(sin(cr), cos(cr),0.0);
-	vec3 cu = normalize( cross(cw,cp) );
-	vec3 cv = normalize( cross(cu,cw) );
+    vec3 cp = vec3(sin(cr), cos(cr),0.0);
+    vec3 cu = normalize( cross(cw,cp) );
+    vec3 cv = normalize( cross(cu,cw) );
     return mat3( cu, cv, cw );
 }
 
@@ -402,7 +402,7 @@ void main()
         vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
 #endif
 
-		// RAY: Camera is provided from raylib
+        // RAY: Camera is provided from raylib
         //vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
         
         vec3 ro = viewEye;
@@ -413,10 +413,10 @@ void main()
         // ray direction
         vec3 rd = ca * normalize( vec3(p.xy,2.0) );
 
-        // render	
+        // render    
         vec3 col = render( ro, rd );
 
-		// gamma
+        // gamma
         col = pow( col, vec3(0.4545) );
 
         tot += col;

+ 19 - 19
examples/shaders/resources/shaders/glsl100/sobel.fs

@@ -15,26 +15,26 @@ vec2 resolution = vec2(800.0, 450.0);
 
 void main() 
 {
-	float x = 1.0/resolution.x;
-	float y = 1.0/resolution.y;
+    float x = 1.0/resolution.x;
+    float y = 1.0/resolution.y;
     
-	vec4 horizEdge = vec4(0.0);
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 horizEdge = vec4(0.0);
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec4 vertEdge = vec4(0.0);
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 vertEdge = vec4(0.0);
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
-	
-	gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+    vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+    
+    gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
 }

+ 44 - 44
examples/shaders/resources/shaders/glsl100/spotlight.fs

@@ -5,9 +5,9 @@ precision mediump float;
 #define MAX_SPOTS   3
 
 struct Spot {
-    vec2 pos;		// window coords of spot
-    float inner;	// inner fully transparent centre radius
-    float radius;	// alpha fades out to this radius
+    vec2 pos;        // window coords of spot
+    float inner;    // inner fully transparent centre radius
+    float radius;    // alpha fades out to this radius
 };
 
 uniform Spot spots[MAX_SPOTS];  // Spotlight positions array
@@ -15,63 +15,63 @@ uniform float screenWidth;      // Width of the screen
 
 void main()
 {
-	float alpha = 1.0;
+    float alpha = 1.0;
     
-	// Get the position of the current fragment (screen coordinates!)
-	vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
-	
-	// Find out which spotlight is nearest
-	float d = 65000.0;  // some high value
-	int fi = -1;        // found index
+    // Get the position of the current fragment (screen coordinates!)
+    vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
+    
+    // Find out which spotlight is nearest
+    float d = 65000.0;  // some high value
+    int fi = -1;        // found index
 
     for (int i = 0; i < MAX_SPOTS; i++)
     {
-		for (int j = 0; j < MAX_SPOTS; j++)
-		{
-			float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
+        for (int j = 0; j < MAX_SPOTS; j++)
+        {
+            float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
             
-			if (d > dj) 
-			{
-				d = dj;
-				fi = i;
-			}
-		}
+            if (d > dj) 
+            {
+                d = dj;
+                fi = i;
+            }
+        }
     }
     
     // d now equals distance to nearest spot...
     // allowing for the different radii of all spotlights
     if (fi == 0) 
     {
-		if (d > spots[0].radius) alpha = 1.0;
-		else
-		{
-			if (d < spots[0].inner) alpha = 0.0;
-			else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
-		}
-	}
+        if (d > spots[0].radius) alpha = 1.0;
+        else
+        {
+            if (d < spots[0].inner) alpha = 0.0;
+            else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
+        }
+    }
     else if (fi == 1) 
     {
-		if (d > spots[1].radius) alpha = 1.0;
-		else
-		{
-			if (d < spots[1].inner) alpha = 0.0;
-			else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
-		}
-	}
+        if (d > spots[1].radius) alpha = 1.0;
+        else
+        {
+            if (d < spots[1].inner) alpha = 0.0;
+            else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
+        }
+    }
     else if (fi == 2) 
     {
-		if (d > spots[2].radius) alpha = 1.0;
-		else
-		{
-			if (d < spots[2].inner) alpha = 0.0;
-			else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
-		}
-	}
-	
-	// Right hand side of screen is dimly lit, 
+        if (d > spots[2].radius) alpha = 1.0;
+        else
+        {
+            if (d < spots[2].inner) alpha = 0.0;
+            else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
+        }
+    }
+    
+    // Right hand side of screen is dimly lit, 
     // could make the threshold value user definable
-	if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
+    if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
 
-	// could make the black out colour user definable...
+    // could make the black out colour user definable...
     gl_FragColor = vec4(0, 0, 0, alpha);
 }

+ 9 - 9
examples/shaders/resources/shaders/glsl100/wave.fs

@@ -22,15 +22,15 @@ uniform float speedX;
 uniform float speedY;
 
 void main() {
-	float pixelWidth = 1.0 / size.x;
-	float pixelHeight = 1.0 / size.y;
-	float aspect = pixelHeight / pixelWidth;
-	float boxLeft = 0.0;
-	float boxTop = 0.0;
+    float pixelWidth = 1.0 / size.x;
+    float pixelHeight = 1.0 / size.y;
+    float aspect = pixelHeight / pixelWidth;
+    float boxLeft = 0.0;
+    float boxTop = 0.0;
 
-	vec2 p = fragTexCoord;
-	p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
-	p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+    vec2 p = fragTexCoord;
+    p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
+    p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
 
-	gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
+    gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
 }

+ 1 - 1
examples/shaders/resources/shaders/glsl120/bloom.fs

@@ -12,7 +12,7 @@ uniform vec4 colDiffuse;
 
 const vec2 size = vec2(800, 450);   // render size
 const float samples = 5.0;          // pixels per axis; higher = bigger glow, worse performance
-const float quality = 2.5; 	        // lower = smaller glow, better quality
+const float quality = 2.5;             // lower = smaller glow, better quality
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl120/dream_vision.fs

@@ -32,4 +32,4 @@ void main()
     color = color/9.5;
 
     gl_FragColor = color;
-}			
+}            

+ 19 - 19
examples/shaders/resources/shaders/glsl120/sobel.fs

@@ -13,26 +13,26 @@ vec2 resolution = vec2(800.0, 450.0);
 
 void main() 
 {
-	float x = 1.0/resolution.x;
-	float y = 1.0/resolution.y;
+    float x = 1.0/resolution.x;
+    float y = 1.0/resolution.y;
     
-	vec4 horizEdge = vec4(0.0);
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 horizEdge = vec4(0.0);
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec4 vertEdge = vec4(0.0);
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 vertEdge = vec4(0.0);
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
-	
-	gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+    vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+    
+    gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
 }

+ 1 - 1
examples/shaders/resources/shaders/glsl330/bloom.fs

@@ -15,7 +15,7 @@ out vec4 finalColor;
 
 const vec2 size = vec2(800, 450);   // render size
 const float samples = 5.0;          // pixels per axis; higher = bigger glow, worse performance
-const float quality = 2.5; 	        // lower = smaller glow, better quality
+const float quality = 2.5;             // lower = smaller glow, better quality
 
 void main()
 {

+ 1 - 1
examples/shaders/resources/shaders/glsl330/dream_vision.fs

@@ -31,4 +31,4 @@ void main()
     color = color/9.5;
 
     fragColor = color;
-}			
+}            

+ 3 - 3
examples/shaders/resources/shaders/glsl330/eratosthenes.fs

@@ -38,9 +38,9 @@ vec4 Colorizer(float counter, float maxSize)
 
 void main()
 {
-	vec4 color = vec4(1.0);
-	float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
-	int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale));  // Group pixels into boxes representing integer values
+    vec4 color = vec4(1.0);
+    float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
+    int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale));  // Group pixels into boxes representing integer values
 
     if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
     else

+ 56 - 56
examples/shaders/resources/shaders/glsl330/raymarching.fs

@@ -43,7 +43,7 @@ uniform vec2 resolution;
 
 float sdPlane( vec3 p )
 {
-	return p.y;
+    return p.y;
 }
 
 float sdSphere( vec3 p, float s )
@@ -86,9 +86,9 @@ float sdHexPrism( vec3 p, vec2 h )
 
 float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
 {
-	vec3 pa = p-a, ba = b-a;
-	float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
-	return length( pa - ba*h ) - r;
+    vec3 pa = p-a, ba = b-a;
+    float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
+    return length( pa - ba*h ) - r;
 }
 
 float sdEquilateralTriangle(  in vec2 p )
@@ -155,19 +155,19 @@ float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
 
 float length2( vec2 p )
 {
-	return sqrt( p.x*p.x + p.y*p.y );
+    return sqrt( p.x*p.x + p.y*p.y );
 }
 
 float length6( vec2 p )
 {
-	p = p*p*p; p = p*p;
-	return pow( p.x + p.y, 1.0/6.0 );
+    p = p*p*p; p = p*p;
+    return pow( p.x + p.y, 1.0/6.0 );
 }
 
 float length8( vec2 p )
 {
-	p = p*p; p = p*p; p = p*p;
-	return pow( p.x + p.y, 1.0/8.0 );
+    p = p*p; p = p*p; p = p*p;
+    return pow( p.x + p.y, 1.0/8.0 );
 }
 
 float sdTorus82( vec3 p, vec2 t )
@@ -196,7 +196,7 @@ float opS( float d1, float d2 )
 
 vec2 opU( vec2 d1, vec2 d2 )
 {
-	return (d1.x<d2.x) ? d1 : d2;
+    return (d1.x<d2.x) ? d1 : d2;
 }
 
 vec3 opRep( vec3 p, vec3 c )
@@ -217,25 +217,25 @@ vec3 opTwist( vec3 p )
 vec2 map( in vec3 pos )
 {
     vec2 res = opU( vec2( sdPlane(     pos), 1.0 ),
-	                vec2( sdSphere(    pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
+                    vec2( sdSphere(    pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
     res = opU( res, vec2( sdBox(       pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
     res = opU( res, vec2( udRoundBox(  pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
-	res = opU( res, vec2( sdTorus(     pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
+    res = opU( res, vec2( sdTorus(     pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
     res = opU( res, vec2( sdCapsule(   pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1  ), 31.9 ) );
-	res = opU( res, vec2( sdTriPrism(  pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
-	res = opU( res, vec2( sdCylinder(  pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
-	res = opU( res, vec2( sdCone(      pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
-	res = opU( res, vec2( sdTorus82(   pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
-	res = opU( res, vec2( sdTorus88(   pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
-	res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
-	res = opU( res, vec2( sdHexPrism(  pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
-	res = opU( res, vec2( sdPryamid4(  pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
+    res = opU( res, vec2( sdTriPrism(  pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
+    res = opU( res, vec2( sdCylinder(  pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
+    res = opU( res, vec2( sdCone(      pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
+    res = opU( res, vec2( sdTorus82(   pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
+    res = opU( res, vec2( sdTorus88(   pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
+    res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
+    res = opU( res, vec2( sdHexPrism(  pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
+    res = opU( res, vec2( sdPryamid4(  pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
     res = opU( res, vec2( opS( udRoundBox(  pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
-	                           sdSphere(    pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
+                               sdSphere(    pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
     res = opU( res, vec2( opS( sdTorus82(  pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
-	                           sdCylinder(  opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
-	res = opU( res, vec2( 0.5*sdSphere(    pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
-	res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
+                               sdCylinder(  opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
+    res = opU( res, vec2( 0.5*sdSphere(    pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
+    res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
     res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
     res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
         
@@ -258,11 +258,11 @@ vec2 castRay( in vec3 ro, in vec3 rd )
     float m = -1.0;
     for( int i=0; i<64; i++ )
     {
-	    float precis = 0.0005*t;
-	    vec2 res = map( ro+rd*t );
+        float precis = 0.0005*t;
+        vec2 res = map( ro+rd*t );
         if( res.x<precis || t>tmax ) break;
         t += res.x;
-	    m = res.y;
+        m = res.y;
     }
 
     if( t>tmax ) m=-1.0;
@@ -272,11 +272,11 @@ vec2 castRay( in vec3 ro, in vec3 rd )
 
 float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
 {
-	float res = 1.0;
+    float res = 1.0;
     float t = mint;
     for( int i=0; i<16; i++ )
     {
-		float h = map( ro + rd*t ).x;
+        float h = map( ro + rd*t ).x;
         res = min( res, 8.0*h/t );
         t += clamp( h, 0.02, 0.10 );
         if( h<0.001 || t>tmax ) break;
@@ -288,22 +288,22 @@ vec3 calcNormal( in vec3 pos )
 {
     vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
     return normalize( e.xyy*map( pos + e.xyy ).x + 
-					  e.yyx*map( pos + e.yyx ).x + 
-					  e.yxy*map( pos + e.yxy ).x + 
-					  e.xxx*map( pos + e.xxx ).x );
+                      e.yyx*map( pos + e.yyx ).x + 
+                      e.yxy*map( pos + e.yxy ).x + 
+                      e.xxx*map( pos + e.xxx ).x );
     /*
-	vec3 eps = vec3( 0.0005, 0.0, 0.0 );
-	vec3 nor = vec3(
-	    map(pos+eps.xyy).x - map(pos-eps.xyy).x,
-	    map(pos+eps.yxy).x - map(pos-eps.yxy).x,
-	    map(pos+eps.yyx).x - map(pos-eps.yyx).x );
-	return normalize(nor);
-	*/
+    vec3 eps = vec3( 0.0005, 0.0, 0.0 );
+    vec3 nor = vec3(
+        map(pos+eps.xyy).x - map(pos-eps.xyy).x,
+        map(pos+eps.yxy).x - map(pos-eps.yxy).x,
+        map(pos+eps.yyx).x - map(pos-eps.yyx).x );
+    return normalize(nor);
+    */
 }
 
 float calcAO( in vec3 pos, in vec3 nor )
 {
-	float occ = 0.0;
+    float occ = 0.0;
     float sca = 1.0;
     for( int i=0; i<5; i++ )
     {
@@ -332,7 +332,7 @@ vec3 render( in vec3 ro, in vec3 rd )
     vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
     vec2 res = castRay(ro,rd);
     float t = res.x;
-	float m = res.y;
+    float m = res.y;
     if( m>-0.5 )
     {
         vec3 pos = ro + t*rd;
@@ -340,7 +340,7 @@ vec3 render( in vec3 ro, in vec3 rd )
         vec3 ref = reflect( rd, nor );
         
         // material        
-		col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
+        col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
         if( m<1.5 )
         {
             
@@ -350,9 +350,9 @@ vec3 render( in vec3 ro, in vec3 rd )
 
         // lighting        
         float occ = calcAO( pos, nor );
-		vec3  lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
+        vec3  lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
         vec3  hal = normalize( lig-rd );
-		float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
+        float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
         float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
         float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
         float dom = smoothstep( -0.1, 0.1, ref.y );
@@ -361,31 +361,31 @@ vec3 render( in vec3 ro, in vec3 rd )
         dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
         dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
 
-		float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
+        float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
                     dif *
                     (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
 
-		vec3 lin = vec3(0.0);
+        vec3 lin = vec3(0.0);
         lin += 1.30*dif*vec3(1.00,0.80,0.55);
         lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
         lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
         lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
         lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
-		col = col*lin;
-		col += 10.00*spe*vec3(1.00,0.90,0.70);
+        col = col*lin;
+        col += 10.00*spe*vec3(1.00,0.90,0.70);
 
-    	col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
+        col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
     }
 
-	return vec3( clamp(col,0.0,1.0) );
+    return vec3( clamp(col,0.0,1.0) );
 }
 
 mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
 {
     vec3 cw = normalize(ta-ro);
-	vec3 cp = vec3(sin(cr), cos(cr),0.0);
-	vec3 cu = normalize( cross(cw,cp) );
-	vec3 cv = normalize( cross(cu,cw) );
+    vec3 cp = vec3(sin(cr), cos(cr),0.0);
+    vec3 cu = normalize( cross(cw,cp) );
+    vec3 cv = normalize( cross(cu,cw) );
     return mat3( cu, cv, cw );
 }
 
@@ -403,7 +403,7 @@ void main()
         vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
 #endif
 
-		// RAY: Camera is provided from raylib
+        // RAY: Camera is provided from raylib
         //vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
         
         vec3 ro = viewEye;
@@ -414,10 +414,10 @@ void main()
         // ray direction
         vec3 rd = ca * normalize( vec3(p.xy,2.0) );
 
-        // render	
+        // render    
         vec3 col = render( ro, rd );
 
-		// gamma
+        // gamma
         col = pow( col, vec3(0.4545) );
 
         tot += col;

+ 13 - 13
examples/shaders/resources/shaders/glsl330/reload.fs

@@ -15,26 +15,26 @@ uniform float time;             // Total run time (in secods)
 // Draw circle
 vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
 {
-	float d = length(position - fragCoord) - radius;
-	float t = clamp(d, 0.0, 1.0);
-	return vec4(color, 1.0 - t);
+    float d = length(position - fragCoord) - radius;
+    float t = clamp(d, 0.0, 1.0);
+    return vec4(color, 1.0 - t);
 }
 
 void main()
 {
-	vec2 fragCoord = gl_FragCoord.xy;
-	vec2 position = vec2(mouse.x, resolution.y - mouse.y);
-	float radius = 40.0;
+    vec2 fragCoord = gl_FragCoord.xy;
+    vec2 position = vec2(mouse.x, resolution.y - mouse.y);
+    float radius = 40.0;
 
     // Draw background layer
     vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
     vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
-	vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
+    vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
 
-	// Draw circle layer
-	vec3 color = vec3(0.9, 0.16, 0.21);
-	vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
-	
-	// Blend the two layers
-	finalColor = mix(layer1, layer2, layer2.a);
+    // Draw circle layer
+    vec3 color = vec3(0.9, 0.16, 0.21);
+    vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
+    
+    // Blend the two layers
+    finalColor = mix(layer1, layer2, layer2.a);
 }

+ 19 - 19
examples/shaders/resources/shaders/glsl330/sobel.fs

@@ -16,26 +16,26 @@ uniform vec2 resolution = vec2(800, 450);
 
 void main() 
 {
-	float x = 1.0/resolution.x;
-	float y = 1.0/resolution.y;
+    float x = 1.0/resolution.x;
+    float y = 1.0/resolution.y;
     
-	vec4 horizEdge = vec4(0.0);
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
-	horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
-	horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 horizEdge = vec4(0.0);
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
+    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
+    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec4 vertEdge = vec4(0.0);
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
-	vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
-	vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vec4 vertEdge = vec4(0.0);
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
+    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
+    vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
     
-	vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
-	
-	finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+    vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+    
+    finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
 }

+ 29 - 29
examples/shaders/resources/shaders/glsl330/spotlight.fs

@@ -12,9 +12,9 @@ out vec4 finalColor;
 #define MAX_SPOTS   3
 
 struct Spot {
-    vec2 pos;		// window coords of spot
-    float inner;	// inner fully transparent centre radius
-    float radius;	// alpha fades out to this radius
+    vec2 pos;        // window coords of spot
+    float inner;    // inner fully transparent centre radius
+    float radius;    // alpha fades out to this radius
 };
 
 uniform Spot spots[MAX_SPOTS];      // Spotlight positions array
@@ -22,44 +22,44 @@ uniform float screenWidth;          // Width of the screen
 
 void main()
 {
-	float alpha = 1.0;
+    float alpha = 1.0;
     
-	// Get the position of the current fragment (screen coordinates!)
-	vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
-	
-	// Find out which spotlight is nearest
-	float d = 65000;  // some high value
-	int fi = -1;      // found index
+    // Get the position of the current fragment (screen coordinates!)
+    vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
+    
+    // Find out which spotlight is nearest
+    float d = 65000;  // some high value
+    int fi = -1;      // found index
 
     for (int i = 0; i < MAX_SPOTS; i++)
     {
-		for (int j = 0; j < MAX_SPOTS; j++)
-		{
-			float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
+        for (int j = 0; j < MAX_SPOTS; j++)
+        {
+            float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
             
-			if (d > dj) 
-			{
-				d = dj;
-				fi = i;
-			}
-		}
+            if (d > dj) 
+            {
+                d = dj;
+                fi = i;
+            }
+        }
     }
     
     // d now equals distance to nearest spot...
     // allowing for the different radii of all spotlights
     if (fi != -1)
     {
-		if (d > spots[fi].radius) alpha = 1.0;
-		else
-		{
-			if (d < spots[fi].inner) alpha = 0.0;
-			else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
-		}
-	}
-	
-	// Right hand side of screen is dimly lit, 
+        if (d > spots[fi].radius) alpha = 1.0;
+        else
+        {
+            if (d < spots[fi].inner) alpha = 0.0;
+            else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
+        }
+    }
+    
+    // Right hand side of screen is dimly lit, 
     // could make the threshold value user definable
-	if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
+    if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
 
     finalColor = vec4(0, 0, 0, alpha);
 }

+ 9 - 9
examples/shaders/resources/shaders/glsl330/wave.fs

@@ -23,15 +23,15 @@ uniform float speedX;
 uniform float speedY;
 
 void main() {
-	float pixelWidth = 1.0 / size.x;
-	float pixelHeight = 1.0 / size.y;
-	float aspect = pixelHeight / pixelWidth;
-	float boxLeft = 0.0;
-	float boxTop = 0.0;
+    float pixelWidth = 1.0 / size.x;
+    float pixelHeight = 1.0 / size.y;
+    float aspect = pixelHeight / pixelWidth;
+    float boxLeft = 0.0;
+    float boxTop = 0.0;
 
-	vec2 p = fragTexCoord;
-	p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
-	p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+    vec2 p = fragTexCoord;
+    p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
+    p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
 
-	finalColor = texture(texture0, p)*colDiffuse*fragColor;
+    finalColor = texture(texture0, p)*colDiffuse*fragColor;
 }