From 8c500cf0c6ceee28e16bf2574e5bb5f3b4029916 Mon Sep 17 00:00:00 2001
From: Jon Beniston <jon@beniston.com>
Date: Mon, 20 Jun 2022 08:50:28 +0100
Subject: [PATCH] Fix formatting

---
 sdrgui/gui/glshadersimple.cpp   | 100 +++++++-------
 sdrgui/gui/glshadertextured.cpp | 230 ++++++++++++++++----------------
 sdrgui/gui/glshadertextured.h   |  40 +++---
 3 files changed, 185 insertions(+), 185 deletions(-)

diff --git a/sdrgui/gui/glshadersimple.cpp b/sdrgui/gui/glshadersimple.cpp
index f52c245da..6905682fd 100644
--- a/sdrgui/gui/glshadersimple.cpp
+++ b/sdrgui/gui/glshadersimple.cpp
@@ -26,22 +26,22 @@
 #include "gui/glshadersimple.h"
 
 GLShaderSimple::GLShaderSimple() :
-	m_program(nullptr),
+    m_program(nullptr),
     m_vao(nullptr),
     m_verticesBuf(nullptr),
     m_vertexLoc(0),
     m_matrixLoc(0),
-	m_colorLoc(0)
+    m_colorLoc(0)
 { }
 
 GLShaderSimple::~GLShaderSimple()
 {
-	cleanup();
+    cleanup();
 }
 
 void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
 {
-	m_program = new QOpenGLShaderProgram;
+    m_program = new QOpenGLShaderProgram;
 
     if ((majorVersion > 3) || ((majorVersion == 3) && (minorVersion >= 3)))
     {
@@ -66,16 +66,16 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
         }
     }
 
-	m_program->bindAttributeLocation("vertex", 0);
+    m_program->bindAttributeLocation("vertex", 0);
 
-	if (!m_program->link()) {
-		qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
-	}
+    if (!m_program->link()) {
+        qDebug() << "GLShaderSimple::initializeGL: error linking shader: " << m_program->log();
+    }
 
-	m_program->bind();
+    m_program->bind();
     m_vertexLoc = m_program->attributeLocation("vertex");
-	m_matrixLoc = m_program->uniformLocation("uMatrix");
-	m_colorLoc = m_program->uniformLocation("uColour");
+    m_matrixLoc = m_program->uniformLocation("uMatrix");
+    m_colorLoc = m_program->uniformLocation("uColour");
     if (m_vao)
     {
         m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
@@ -83,7 +83,7 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
         m_verticesBuf->create();
         m_vao->release();
     }
-	m_program->release();
+    m_program->release();
 }
 
 void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
@@ -93,30 +93,30 @@ void GLShaderSimple::drawPoints(const QMatrix4x4& transformMatrix, const QVector
 
 void GLShaderSimple::drawPolyline(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
+    draw(GL_LINE_STRIP, transformMatrix, color, vertices, nbVertices, nbComponents);
 }
 
 void GLShaderSimple::drawSegments(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
+    draw(GL_LINES, transformMatrix, color, vertices, nbVertices, nbComponents);
 }
 
 void GLShaderSimple::drawContour(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
+    draw(GL_LINE_LOOP, transformMatrix, color, vertices, nbVertices, nbComponents);
 }
 
 void GLShaderSimple::drawSurface(const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
+    draw(GL_TRIANGLE_FAN, transformMatrix, color, vertices, nbVertices, nbComponents);
 }
 
 void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
-	m_program->bind();
-	m_program->setUniformValue(m_matrixLoc, transformMatrix);
-	m_program->setUniformValue(m_colorLoc, color);
+    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+    m_program->bind();
+    m_program->setUniformValue(m_matrixLoc, transformMatrix);
+    m_program->setUniformValue(m_colorLoc, color);
     if (m_vao)
     {
         m_vao->bind();
@@ -128,21 +128,21 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
     }
     else
     {
-    	f->glEnableVertexAttribArray(m_vertexLoc); // vertex
-    	f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
+        f->glEnableVertexAttribArray(m_vertexLoc); // vertex
+        f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
     }
 
-	f->glEnable(GL_BLEND);
-	f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-	f->glLineWidth(1.0f);
-	f->glDrawArrays(mode, 0, nbVertices);
+    f->glEnable(GL_BLEND);
+    f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    f->glLineWidth(1.0f);
+    f->glDrawArrays(mode, 0, nbVertices);
 
     if (m_vao) {
         m_vao->release();
     } else {
-	   f->glDisableVertexAttribArray(m_vertexLoc);
+       f->glDisableVertexAttribArray(m_vertexLoc);
     }
-	m_program->release();
+    m_program->release();
 }
 
 void GLShaderSimple::cleanup()
@@ -156,34 +156,34 @@ void GLShaderSimple::cleanup()
 }
 
 const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(
-		"uniform highp mat4 uMatrix;\n"
-		"attribute highp vec4 vertex;\n"
-		"void main() {\n"
-		"    gl_Position = uMatrix * vertex;\n"
-		"}\n"
-		);
+        "uniform highp mat4 uMatrix;\n"
+        "attribute highp vec4 vertex;\n"
+        "void main() {\n"
+        "    gl_Position = uMatrix * vertex;\n"
+        "}\n"
+        );
 
 const QString GLShaderSimple::m_vertexShaderSourceSimple = QString(
         "#version 330\n"
-		"uniform highp mat4 uMatrix;\n"
-		"in highp vec4 vertex;\n"
-		"void main() {\n"
-		"    gl_Position = uMatrix * vertex;\n"
-		"}\n"
-		);
+        "uniform highp mat4 uMatrix;\n"
+        "in highp vec4 vertex;\n"
+        "void main() {\n"
+        "    gl_Position = uMatrix * vertex;\n"
+        "}\n"
+        );
 
 const QString GLShaderSimple::m_fragmentShaderSourceColored2 = QString(
-		"uniform mediump vec4 uColour;\n"
-		"void main() {\n"
-		"    gl_FragColor = uColour;\n"
-		"}\n"
-		);
+        "uniform mediump vec4 uColour;\n"
+        "void main() {\n"
+        "    gl_FragColor = uColour;\n"
+        "}\n"
+        );
 
 const QString GLShaderSimple::m_fragmentShaderSourceColored = QString(
         "#version 330\n"
         "out vec4 fragColor;\n"
-		"uniform mediump vec4 uColour;\n"
-		"void main() {\n"
-		"    fragColor = uColour;\n"
-		"}\n"
-		);
+        "uniform mediump vec4 uColour;\n"
+        "void main() {\n"
+        "    fragColor = uColour;\n"
+        "}\n"
+        );
diff --git a/sdrgui/gui/glshadertextured.cpp b/sdrgui/gui/glshadertextured.cpp
index b9e2a4db0..07fc43a8c 100644
--- a/sdrgui/gui/glshadertextured.cpp
+++ b/sdrgui/gui/glshadertextured.cpp
@@ -27,22 +27,22 @@
 #include "gui/glshadertextured.h"
 
 GLShaderTextured::GLShaderTextured() :
-	m_program(nullptr),
+    m_program(nullptr),
     m_vao(nullptr),
     m_verticesBuf(nullptr),
     m_textureCoordsBuf(nullptr),
-	m_texture(nullptr),
+    m_texture(nullptr),
     m_textureId(0),
     m_vertexLoc(0),
     m_texCoordLoc(0),
-	m_matrixLoc(0),
-	m_textureLoc(0),
+    m_matrixLoc(0),
+    m_textureLoc(0),
     m_useImmutableStorage(true)
 { }
 
 GLShaderTextured::~GLShaderTextured()
 {
-	cleanup();
+    cleanup();
 }
 
 void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
@@ -75,18 +75,18 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
         }
     }
 
-	m_program->bindAttributeLocation("vertex", 0);
-	m_program->bindAttributeLocation("texCoord", 1);
+    m_program->bindAttributeLocation("vertex", 0);
+    m_program->bindAttributeLocation("texCoord", 1);
 
-	if (!m_program->link()) {
-		qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
-	}
+    if (!m_program->link()) {
+        qDebug() << "GLShaderTextured::initializeGL: error linking shader: " << m_program->log();
+    }
 
-	m_program->bind();
-	m_vertexLoc = m_program->attributeLocation("vertex");
-	m_texCoordLoc = m_program->attributeLocation("texCoord");
-	m_matrixLoc = m_program->uniformLocation("uMatrix");
-	m_textureLoc = m_program->uniformLocation("uTexture");
+    m_program->bind();
+    m_vertexLoc = m_program->attributeLocation("vertex");
+    m_texCoordLoc = m_program->attributeLocation("texCoord");
+    m_matrixLoc = m_program->uniformLocation("uMatrix");
+    m_textureLoc = m_program->uniformLocation("uTexture");
     if (m_vao)
     {
         m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
@@ -97,7 +97,7 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
         m_textureCoordsBuf->create();
         m_vao->release();
     }
-	m_program->release();
+    m_program->release();
 }
 
 void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
@@ -111,34 +111,34 @@ void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode
 
 void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
 {
-	if (m_texture) {
-		delete m_texture;
-	}
+    if (m_texture) {
+        delete m_texture;
+    }
 
-	m_texture = new QOpenGLTexture(image);
+    m_texture = new QOpenGLTexture(image);
 
-	m_texture->setMinificationFilter(QOpenGLTexture::Linear);
-	m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
-	m_texture->setWrapMode(wrapMode);
+    m_texture->setMinificationFilter(QOpenGLTexture::Linear);
+    m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
+    m_texture->setWrapMode(wrapMode);
 }
 
 void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
 {
-	if (m_textureId)
+    if (m_textureId)
     {
-		glDeleteTextures(1, &m_textureId);
-		m_textureId = 0;
-	}
+        glDeleteTextures(1, &m_textureId);
+        m_textureId = 0;
+    }
 
-	glGenTextures(1, &m_textureId);
-	glBindTexture(GL_TEXTURE_2D, m_textureId);
-	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
-		image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
+    glGenTextures(1, &m_textureId);
+    glBindTexture(GL_TEXTURE_2D, m_textureId);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
+        image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
 
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
 }
 
 void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
@@ -152,33 +152,33 @@ void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int heigh
 
 void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
 {
-	if (!m_texture)
+    if (!m_texture)
     {
-		qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
-		return;
-	}
+        qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
+        return;
+    }
 
-	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
-	m_texture->bind();
-	f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+    m_texture->bind();
+    f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 }
 
 void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
 {
-	if (!m_textureId)
+    if (!m_textureId)
     {
-		qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
-		return;
-	}
+        qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
+        return;
+    }
 
-	glBindTexture(GL_TEXTURE_2D, m_textureId);
-	glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+    glBindTexture(GL_TEXTURE_2D, m_textureId);
+    glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 }
 
 void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 {
     if (m_useImmutableStorage) {
-	    draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
+        draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
     } else {
         drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices, nbComponents);
     }
@@ -186,17 +186,17 @@ void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *t
 
 void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	if (!m_texture)
+    if (!m_texture)
     {
-		qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
-		return;
-	}
+        qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
+        return;
+    }
 
-	QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
-	m_program->bind();
-	m_program->setUniformValue(m_matrixLoc, transformMatrix);
-	m_texture->bind();
-	m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
+    QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+    m_program->bind();
+    m_program->setUniformValue(m_matrixLoc, transformMatrix);
+    m_texture->bind();
+    m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
     if (m_vao)
     {
         m_vao->bind();
@@ -213,13 +213,13 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
     }
     else
     {
-    	f->glEnableVertexAttribArray(m_vertexLoc); // vertex
-    	f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
-    	f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
-    	f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+        f->glEnableVertexAttribArray(m_vertexLoc); // vertex
+        f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
+        f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
+        f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
     }
 
-	f->glDrawArrays(mode, 0, nbVertices);
+    f->glDrawArrays(mode, 0, nbVertices);
 
     if (m_vao)
     {
@@ -227,32 +227,32 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
     }
     else
     {
-	   f->glDisableVertexAttribArray(m_vertexLoc);
-	   f->glDisableVertexAttribArray(m_texCoordLoc);
+       f->glDisableVertexAttribArray(m_vertexLoc);
+       f->glDisableVertexAttribArray(m_texCoordLoc);
     }
-	m_program->release();
+    m_program->release();
 }
 
 void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents)
 {
-	if (!m_textureId)
+    if (!m_textureId)
     {
-		qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
-		return;
-	}
+        qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
+        return;
+    }
 
-	m_program->bind();
-	m_program->setUniformValue(m_matrixLoc, transformMatrix);
-	glBindTexture(GL_TEXTURE_2D, m_textureId);
-	m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
-	glEnableVertexAttribArray(m_vertexLoc); // vertex
-	glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
-	glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
-	glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
-	glDrawArrays(mode, 0, nbVertices);
-	glDisableVertexAttribArray(m_vertexLoc);
-	glDisableVertexAttribArray(m_texCoordLoc);
-	m_program->release();
+    m_program->bind();
+    m_program->setUniformValue(m_matrixLoc, transformMatrix);
+    glBindTexture(GL_TEXTURE_2D, m_textureId);
+    m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
+    glEnableVertexAttribArray(m_vertexLoc); // vertex
+    glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
+    glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
+    glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+    glDrawArrays(mode, 0, nbVertices);
+    glDisableVertexAttribArray(m_vertexLoc);
+    glDisableVertexAttribArray(m_texCoordLoc);
+    m_program->release();
 }
 
 void GLShaderTextured::cleanup()
@@ -268,9 +268,9 @@ void GLShaderTextured::cleanup()
     delete m_texture;
     m_texture = nullptr;
 
-	if (!QOpenGLContext::currentContext()) {
-		return;
-	}
+    if (!QOpenGLContext::currentContext()) {
+        return;
+    }
 
     if (m_textureId)
     {
@@ -307,42 +307,42 @@ bool GLShaderTextured::useImmutableStorage()
 }
 
 const QString GLShaderTextured::m_vertexShaderSourceTextured2 = QString(
-		"uniform highp mat4 uMatrix;\n"
-		"attribute highp vec4 vertex;\n"
-		"attribute highp vec2 texCoord;\n"
-		"varying mediump vec2 texCoordVar;\n"
-		"void main() {\n"
-		"    gl_Position = uMatrix * vertex;\n"
-		"    texCoordVar = texCoord;\n"
-		"}\n"
-		);
+        "uniform highp mat4 uMatrix;\n"
+        "attribute highp vec4 vertex;\n"
+        "attribute highp vec2 texCoord;\n"
+        "varying mediump vec2 texCoordVar;\n"
+        "void main() {\n"
+        "    gl_Position = uMatrix * vertex;\n"
+        "    texCoordVar = texCoord;\n"
+        "}\n"
+        );
 
 const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
         "#version 330\n"
-		"uniform highp mat4 uMatrix;\n"
-		"in highp vec4 vertex;\n"
-		"in highp vec2 texCoord;\n"
-		"out mediump vec2 texCoordVar;\n"
-		"void main() {\n"
-		"    gl_Position = uMatrix * vertex;\n"
-		"    texCoordVar = texCoord;\n"
-		"}\n"
-		);
+        "uniform highp mat4 uMatrix;\n"
+        "in highp vec4 vertex;\n"
+        "in highp vec2 texCoord;\n"
+        "out mediump vec2 texCoordVar;\n"
+        "void main() {\n"
+        "    gl_Position = uMatrix * vertex;\n"
+        "    texCoordVar = texCoord;\n"
+        "}\n"
+        );
 
 const QString GLShaderTextured::m_fragmentShaderSourceTextured2 = QString(
-		"uniform lowp sampler2D uTexture;\n"
-		"varying mediump vec2 texCoordVar;\n"
-		"void main() {\n"
-		"    gl_FragColor = texture2D(uTexture, texCoordVar);\n"
-		"}\n"
-		);
+        "uniform lowp sampler2D uTexture;\n"
+        "varying mediump vec2 texCoordVar;\n"
+        "void main() {\n"
+        "    gl_FragColor = texture2D(uTexture, texCoordVar);\n"
+        "}\n"
+        );
 
 const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
         "#version 330\n"
-		"uniform lowp sampler2D uTexture;\n"
-		"in mediump vec2 texCoordVar;\n"
+        "uniform lowp sampler2D uTexture;\n"
+        "in mediump vec2 texCoordVar;\n"
         "out vec4 fragColor;\n"
-		"void main() {\n"
-		"    fragColor = texture(uTexture, texCoordVar);\n"
-		"}\n"
-		);
+        "void main() {\n"
+        "    fragColor = texture(uTexture, texCoordVar);\n"
+        "}\n"
+        );
diff --git a/sdrgui/gui/glshadertextured.h b/sdrgui/gui/glshadertextured.h
index a92b0d98e..f422716a0 100644
--- a/sdrgui/gui/glshadertextured.h
+++ b/sdrgui/gui/glshadertextured.h
@@ -37,39 +37,39 @@ class QImage;
 class SDRGUI_API GLShaderTextured : protected QOpenGLFunctions
 {
 public:
-	GLShaderTextured();
-	~GLShaderTextured();
+    GLShaderTextured();
+    ~GLShaderTextured();
 
-	void initializeGL(int majorVersion, int minorVersion);
-	void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
-	void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
-	void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices, int nbComponents=2);
-	void cleanup();
+    void initializeGL(int majorVersion, int minorVersion);
+    void initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
+    void subTexture(int xOffset, int yOffset, int width, int height, const void *pixels);
+    void drawSurface(const QMatrix4x4& transformMatrix, GLfloat* textureCoords, GLfloat *vertices, int nbVertices, int nbComponents=2);
+    void cleanup();
 
 private:
-	void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
+    void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
     void drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices, int nbComponents);
-	void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
-	void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
-	void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
-	void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
+    void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
+    void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
+    void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
+    void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
     bool useImmutableStorage();
 
-	QOpenGLShaderProgram *m_program;
+    QOpenGLShaderProgram *m_program;
     QOpenGLVertexArrayObject *m_vao;
     QOpenGLBuffer *m_verticesBuf;
     QOpenGLBuffer *m_textureCoordsBuf;
-	QOpenGLTexture *m_texture;
+    QOpenGLTexture *m_texture;
     unsigned int m_textureId;
     int m_vertexLoc;
     int m_texCoordLoc;
-	int m_matrixLoc;
-	int m_textureLoc;
+    int m_matrixLoc;
+    int m_textureLoc;
     bool m_useImmutableStorage;
-	static const QString m_vertexShaderSourceTextured2;
-	static const QString m_vertexShaderSourceTextured;
-	static const QString m_fragmentShaderSourceTextured2;
-	static const QString m_fragmentShaderSourceTextured;
+    static const QString m_vertexShaderSourceTextured2;
+    static const QString m_vertexShaderSourceTextured;
+    static const QString m_fragmentShaderSourceTextured2;
+    static const QString m_fragmentShaderSourceTextured;
 };
 
 #endif /* INCLUDE_GUI_GLSHADERTEXTURED_H_ */