diff options
| author | Riley Beckett <rbeckettvt@gmail.com> | 2025-10-23 23:21:22 -0400 |
|---|---|---|
| committer | Riley Beckett <rbeckettvt@gmail.com> | 2025-10-23 23:21:22 -0400 |
| commit | b07d30e30de90f7cb17e7e91ed71ac5af9326722 (patch) | |
| tree | ce102bdacf09f18dca8a00d98374234847758683 /shader.c | |
| parent | 34e31d33defb922ad464857487469c5659bbefcc (diff) | |
replace all spaces with tabs for indentation
Diffstat (limited to 'shader.c')
| -rw-r--r-- | shader.c | 54 |
1 files changed, 27 insertions, 27 deletions
@@ -3,42 +3,42 @@ #include <stdio.h> GLuint createShader(const char *vertexCode, const char *fragmentCode) { - GLuint vertex, fragment; - int success; - char infoLog[512]; + GLuint vertex, fragment; + int success; + char infoLog[512]; - vertex = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vertex, 1, &vertexCode, NULL); - glCompileShader(vertex); + vertex = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex, 1, &vertexCode, NULL); + glCompileShader(vertex); - glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); - if (!success) { - glGetShaderInfoLog(vertex, 512, NULL, infoLog); + glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(vertex, 512, NULL, infoLog); fprintf(stderr, "ERROR: Failed to compile vertex shader: %s\n", infoLog); - } + } - fragment = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fragment, 1, &fragmentCode, NULL); - glCompileShader(fragment); + fragment = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment, 1, &fragmentCode, NULL); + glCompileShader(fragment); - glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); - if (!success) { - glGetShaderInfoLog(fragment, 512, NULL, infoLog); + glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); + if (!success) { + glGetShaderInfoLog(fragment, 512, NULL, infoLog); fprintf(stderr, "ERROR: Failed to compile fragment shader: %s\n", infoLog); - } + } - GLuint ShaderProgram = glCreateProgram(); - glAttachShader(ShaderProgram, vertex); - glAttachShader(ShaderProgram, fragment); - glLinkProgram(ShaderProgram); + GLuint ShaderProgram = glCreateProgram(); + glAttachShader(ShaderProgram, vertex); + glAttachShader(ShaderProgram, fragment); + glLinkProgram(ShaderProgram); - glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success); - if (!success) { + glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success); + if (!success) { fprintf(stderr, "Failed to link shaders\n"); - } + } - glDeleteShader(vertex); - glDeleteShader(fragment); + glDeleteShader(vertex); + glDeleteShader(fragment); - return ShaderProgram; + return ShaderProgram; } |
