REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray
2025-08-11 20:22:31 +02:00
parent 8dae39fbda
commit 9b598f6bcf
62 changed files with 797 additions and 797 deletions

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@ -10,7 +10,7 @@ uniform vec4 color;
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
// it. (0, 0) is the top left, (1, 1) the bottom right corner
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
gl_FragColor = vec4(color.rgb, color.a*(1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
}