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authorRémi Verschelde <rverschelde@gmail.com>2018-12-20 10:33:48 +0100
committerRémi Verschelde <rverschelde@gmail.com>2018-12-20 10:33:48 +0100
commitb3f6e54cc61086fc3a3d2af170a86ea6a6eebf73 (patch)
tree5cd356db56dbbb133c55c141f0ffe64fd3e97203 /drivers/gles2/shaders
parent1a2fc40f86b7b39f443dd7bf64b9d765d9851152 (diff)
Style: Fix formatting in GLES2 shaders
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl1
2 files changed, 0 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 87a615ade1..8d32627bf2 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -73,8 +73,6 @@ void main() {
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
uv_interp = uv_attrib;
-
-
#endif
{
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 8ccaeda0ce..32721c892b 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1091,7 +1091,6 @@ void light_compute(
inout vec3 diffuse_light,
inout vec3 specular_light) {
-
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled