From b07d30e30de90f7cb17e7e91ed71ac5af9326722 Mon Sep 17 00:00:00 2001 From: Riley Beckett Date: Thu, 23 Oct 2025 23:21:22 -0400 Subject: replace all spaces with tabs for indentation --- shader.c | 54 +++++++++++++++++++++++++++--------------------------- 1 file changed, 27 insertions(+), 27 deletions(-) (limited to 'shader.c') diff --git a/shader.c b/shader.c index 087777e..f700485 100644 --- a/shader.c +++ b/shader.c @@ -3,42 +3,42 @@ #include 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; } -- cgit v1.2.3