Add missing EOL at end of file to shaders

This commit is contained in:
heinrich5991 2017-11-09 11:31:13 +01:00
parent 17d3f4afa4
commit a3f544a73e
14 changed files with 14 additions and 14 deletions

View file

@ -7,4 +7,4 @@ out vec4 FragClr;
void main() void main()
{ {
FragClr = vertColor; FragClr = vertColor;
} }

View file

@ -17,4 +17,4 @@ void main()
VertPos.y += Offset.y + Dir.y * YCount; VertPos.y += Offset.y + Dir.y * YCount;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0); gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
} }

View file

@ -6,4 +6,4 @@ out vec4 FragClr;
void main() void main()
{ {
FragClr = vertColor; FragClr = vertColor;
} }

View file

@ -13,4 +13,4 @@ void main()
VertPos.y += Dir.y * (gl_InstanceID+1); VertPos.y += Dir.y * (gl_InstanceID+1);
gl_Position = vec4(Pos * VertPos, 0.0, 1.0); gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
} }

View file

@ -12,4 +12,4 @@ void main()
{ {
vec4 tex = textureLod(textureSampler, texCoord, fragLOD); vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor; FragClr = tex * vertColor;
} }

View file

@ -25,4 +25,4 @@ void main()
float ty = (inVertexTexCoord.y/(16.0)); float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1)); texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD; fragLOD = LOD;
} }

View file

@ -12,4 +12,4 @@ void main()
{ {
vec4 tex = textureLod(textureSampler, texCoord, fragLOD); vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor; FragClr = tex * vertColor;
} }

View file

@ -29,4 +29,4 @@ void main()
float ty = (inVertexTexCoord.y/(16.0)); float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1)); texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD; fragLOD = LOD;
} }

View file

@ -14,4 +14,4 @@ void main()
FragClr = tex * vertColor; FragClr = tex * vertColor;
} }
else FragClr = vertColor; else FragClr = vertColor;
} }

View file

@ -14,4 +14,4 @@ void main()
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord; texCoord = inVertexTexCoord;
vertColor = inVertexColor; vertColor = inVertexColor;
} }

View file

@ -7,4 +7,4 @@ out vec4 FragClr;
void main() void main()
{ {
FragClr = vertColor; FragClr = vertColor;
} }

View file

@ -7,4 +7,4 @@ uniform mat4x2 Pos;
void main() void main()
{ {
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
} }

View file

@ -12,4 +12,4 @@ void main()
{ {
vec4 tex = textureLod(textureSampler, texCoord, fragLOD); vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
FragClr = tex * vertColor; FragClr = tex * vertColor;
} }

View file

@ -19,4 +19,4 @@ void main()
float ty = (inVertexTexCoord.y/(16.0)); float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1)); texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD; fragLOD = LOD;
} }