From d8a6155029f2bcef658de286e2d4323f5b88cb2a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Gef=C3=BCllte=20Taubenbrust?= <72752000+GefullteTaubenbrust2@users.noreply.github.com> Date: Mon, 11 Nov 2024 17:10:17 +0100 Subject: [PATCH] Fix trailing whitespace i hate this --- builtin/settingtypes.txt | 4 ++-- client/shaders/nodes_shader/opengl_fragment.glsl | 2 +- client/shaders/nodes_shader/opengl_vertex.glsl | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 9b62ee152..28654dad0 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -620,7 +620,7 @@ enable_auto_exposure (Enable Automatic Exposure) bool false exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0 # Set the post processing gamma value. -# Higher values give lower contrast and vice versa. +# Higher values give lower contrast and vice versa. # Range: from 1.0 to 5.0 # Default: 1.6 # @@ -677,7 +677,7 @@ enable_tinted_fog (Tinted fog) bool false enable_bumpmaps (Bump maps) bool false # Simulate translucency when looking at foliage in the sunlight. -# It is recommended to use this with the leaves style set to fancy. +# It is recommended to use this with the leaves style set to fancy. # # Requires: shaders, enable_dynamic_shadows enable_translucent_foliage (Translucent foliage) bool false diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index e682aca88..227e89163 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -45,7 +45,7 @@ uniform float fov; varying vec3 vNormal; varying vec3 vTangent; -varying vec3 vBinormal; +varying vec3 vBinormal; varying vec3 vPosition; // World position in the visible world (i.e. relative to the cameraOffset.) // This can be used for many shader effects without loss of precision. diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 57c2d568a..1d59fb99e 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -8,7 +8,7 @@ uniform float animationTimer; varying vec3 vNormal; varying vec3 vTangent; -varying vec3 vBinormal; +varying vec3 vBinormal; varying vec3 vPosition; // World position in the visible world (i.e. relative to the cameraOffset.) // This can be used for many shader effects without loss of precision.