Index: shaders/asteroid.frag
===================================================================
--- shaders/asteroid.frag	(revision 22217d4922727d3419309d425fba33effcc72beb)
+++ shaders/asteroid.frag	(revision 5ba732adf847f4b1e8aacbde7dc7c7c2de313697)
@@ -22,36 +22,36 @@
 
 void main() {
-  // ambient intensity
-  vec3 Ia = La * Ka;
+   // ambient intensity
+   vec3 Ia = La * Ka;
 
-  // ambient intensity
-  vec3 Ia2 = La * Ka;
+   // ambient intensity
+   vec3 Ia2 = La * Ka;
 
-  vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
-  float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
+   vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);
+   float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0);
 
-  // diffuse intensity
-  vec3 Id = Ld * color * dot_prod;
+   // diffuse intensity
+   vec3 Id = Ld * color * dot_prod;
 
-  vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
-  float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
+   vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
+   float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
 
-  // diffuse intensity
-  vec3 Id2 = Ld * color * dot_prod2;
+   // diffuse intensity
+   vec3 Id2 = Ld * color * dot_prod2;
 
-  vec3 surface_to_viewer_eye = normalize(-position_eye);
+   vec3 surface_to_viewer_eye = normalize(-position_eye);
 
-  vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
-  float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
-  float specular_factor = pow(dot_prod_specular, specular_exponent);
+   vec3 reflection_eye = reflect(-direction_to_light_eye, normal_eye);
+   float dot_prod_specular = max(dot(reflection_eye, surface_to_viewer_eye), 0.0);
+   float specular_factor = pow(dot_prod_specular, specular_exponent);
 
-  vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
-  float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
-  float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
+   vec3 reflection_eye2 = reflect(-direction_to_light2_eye, normal_eye);
+   float dot_prod_specular2 = max(dot(reflection_eye2, surface_to_viewer_eye), 0.0);
+   float specular_factor2 = pow(dot_prod_specular2, specular_exponent);
 
-  // specular intensity
-  vec3 Is = Ls * Ks * specular_factor;
-  vec3 Is2 = Ls * Ks * specular_factor2;
+   // specular intensity
+   vec3 Is = Ls * Ks * specular_factor;
+   vec3 Is2 = Ls * Ks * specular_factor2;
 
-  frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
+   frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);
 }
Index: shaders/asteroid.vert
===================================================================
--- shaders/asteroid.vert	(revision 22217d4922727d3419309d425fba33effcc72beb)
+++ shaders/asteroid.vert	(revision 5ba732adf847f4b1e8aacbde7dc7c7c2de313697)
@@ -14,5 +14,5 @@
 
 layout(binding = 1) readonly buffer StorageBufferObject {
-    Object objects[];
+   Object objects[];
 } sbo;
 
@@ -33,18 +33,18 @@
 
 void main() {
-  position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
-  normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
+   position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
+   normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
 
-  float hp_percent = sbo.objects[obj_index].hp / 10.0;
-  vec3 damage_color = vec3(1.0, 0.0, 0.0);
-  color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
+   float hp_percent = sbo.objects[obj_index].hp / 10.0;
+   vec3 damage_color = vec3(1.0, 0.0, 0.0);
+   color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
 
-  light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
-  light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
+   light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
+   light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
 
-  if (sbo.objects[obj_index].deleted) {
-     gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
-  } else {
-    gl_Position = ubo.proj * vec4(position_eye, 1.0);
-  }
+   if (sbo.objects[obj_index].deleted) {
+      gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
+   } else {
+      gl_Position = ubo.proj * vec4(position_eye, 1.0);
+   }
 }
Index: shaders/scene.vert
===================================================================
--- shaders/scene.vert	(revision 22217d4922727d3419309d425fba33effcc72beb)
+++ shaders/scene.vert	(revision 5ba732adf847f4b1e8aacbde7dc7c7c2de313697)
@@ -12,5 +12,5 @@
 
 layout(binding = 1) readonly buffer StorageBufferObject {
-    Object objects[];
+   Object objects[];
 } sbo;
 
Index: shaders/ship.frag
===================================================================
--- shaders/ship.frag	(revision 22217d4922727d3419309d425fba33effcc72beb)
+++ shaders/ship.frag	(revision 5ba732adf847f4b1e8aacbde7dc7c7c2de313697)
@@ -35,9 +35,9 @@
    vec3 Id = Ld * Kd * dot_prod;
 
-  vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
-  float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
+   vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);
+   float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0);
 
-  // diffuse intensity
-  vec3 Id2 = Ld * Kd * dot_prod2;
+   // diffuse intensity
+   vec3 Id2 = Ld * Kd * dot_prod2;
 
    vec3 surface_to_viewer_eye = normalize(-position_eye);
Index: shaders/ship.vert
===================================================================
--- shaders/ship.vert	(revision 22217d4922727d3419309d425fba33effcc72beb)
+++ shaders/ship.vert	(revision 5ba732adf847f4b1e8aacbde7dc7c7c2de313697)
@@ -12,5 +12,5 @@
 
 layout(binding = 1) readonly buffer StorageBufferObject {
-    Object objects[];
+   Object objects[];
 } sbo;
 
