Remove carriage returns.
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
index 1164f2d..30332a3 100644
--- a/progs/demos/arbfslight.c
+++ b/progs/demos/arbfslight.c
@@ -1,30 +1,30 @@
 /*
  * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
- * simple per-pixel lighting.

- *

- * Michal Krol

+ * simple per-pixel lighting.
+ *
+ * Michal Krol
  * 20 February 2006
- *

+ *
  * Based on the original demo by:
  * Brian Paul
  * 17 April 2003
- */

-

-#ifdef WIN32

-#include <windows.h>

+ */
+
+#ifdef WIN32
+#include <windows.h>
 #endif
 
 #include <stdio.h>
-#include <stdlib.h>

+#include <stdlib.h>
 #include <GL/gl.h>
-#include <GL/glut.h>

-#include <GL/glext.h>

-

-#ifdef WIN32

-#define GETPROCADDRESS wglGetProcAddress

-#else

-#define GETPROCADDRESS glutGetProcAddress

-#endif

+#include <GL/glut.h>
+#include <GL/glext.h>
+
+#ifdef WIN32
+#define GETPROCADDRESS wglGetProcAddress
+#else
+#define GETPROCADDRESS glutGetProcAddress
+#endif
 
 static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
 static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
@@ -32,12 +32,12 @@
 static GLfloat delta = 1.0f;
 
 static GLhandleARB fragShader;
-static GLhandleARB vertShader;

-static GLhandleARB program;

-

-static GLint uLightPos;

-static GLint uDiffuse;

-static GLint uSpecular;

+static GLhandleARB vertShader;
+static GLhandleARB program;
+
+static GLint uLightPos;
+static GLint uDiffuse;
+static GLint uSpecular;
 
 static GLboolean anim = GL_TRUE;
 static GLboolean wire = GL_FALSE;
@@ -46,30 +46,30 @@
 static GLint t0 = 0;
 static GLint frames = 0;
 
-static GLfloat xRot = 0.0f, yRot = 0.0f;

-

-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;

-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;

-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;

-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;

-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;

-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;

-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;

-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;

+static GLfloat xRot = 0.0f, yRot = 0.0f;
+
+static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
+static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
+static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
+static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
+static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
+static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
+static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
+static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
 static PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
 
 static void Redisplay (void)
 {
 	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-	if (pixelLight)

-	{

-		glUseProgramObjectARB (program);

+	if (pixelLight)
+	{
+		glUseProgramObjectARB (program);
 		glUniform4fvARB (uLightPos, 1, lightPos);
 		glDisable(GL_LIGHTING);
 	}
-	else

-	{

+	else
+	{
 		glUseProgramObjectARB (0);
 		glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
 		glEnable(GL_LIGHTING);
@@ -78,16 +78,16 @@
 	glPushMatrix ();
 	glRotatef (xRot, 1.0f, 0.0f, 0.0f);
 	glRotatef (yRot, 0.0f, 1.0f, 0.0f);
-	glutSolidSphere (2.0, 10, 5);

+	glutSolidSphere (2.0, 10, 5);
 	glPopMatrix ();
 
 	glutSwapBuffers();
 	frames++;
 
-	if (anim)

+	if (anim)
 	{
 		GLint t = glutGet (GLUT_ELAPSED_TIME);
-		if (t - t0 >= 5000)

+		if (t - t0 >= 5000)
 		{
 			GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
 			GLfloat fps = frames / seconds;
@@ -120,9 +120,9 @@
 static void Key (unsigned char key, int x, int y)
 {
 	(void) x;
-	(void) y;

+	(void) y;
 
-	switch (key)

+	switch (key)
 	{
 	case ' ':
 	case 'a':
@@ -161,12 +161,12 @@
 
 static void SpecialKey (int key, int x, int y)
 {
-	const GLfloat step = 3.0f;

+	const GLfloat step = 3.0f;
 
 	(void) x;
-	(void) y;

+	(void) y;
 
-	switch (key)

+	switch (key)
 	{
 	case GLUT_KEY_UP:
 		xRot -= step;
@@ -186,80 +186,80 @@
 
 static void Init (void)
 {
-	static const char *fragShaderText =

-		"uniform vec4 lightPos;\n"

-		"uniform vec4 diffuse;\n"

+	static const char *fragShaderText =
+		"uniform vec4 lightPos;\n"
+		"uniform vec4 diffuse;\n"
 		"uniform vec4 specular;\n"
-		"void main () {\n"

-		"	// Compute dot product of light direction and normal vector\n"

-		"	float dotProd;\n"

-		"	dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"

-		"	// Compute diffuse and specular contributions\n"

-		"	gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"

+		"void main () {\n"
+		"	// Compute dot product of light direction and normal vector\n"
+		"	float dotProd;\n"
+		"	dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"
+		"	// Compute diffuse and specular contributions\n"
+		"	gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
 		"}\n"
 	;
 	static const char *vertShaderText =
-		"void main () {\n"

-		"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"

-		"	gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"

+		"void main () {\n"
+		"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+		"	gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"
 		"}\n"
 	;
-

-	if (!glutExtensionSupported ("GL_ARB_fragment_shader"))

+
+	if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
 	{
 		printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
 		exit(1);
-	}

-	if (!glutExtensionSupported ("GL_ARB_shader_objects"))

-	{

-		printf ("Sorry, this demo requires GL_ARB_shader_objects\n");

-		exit(1);

-	}

-	if (!glutExtensionSupported ("GL_ARB_shading_language_100"))

-	{

-		printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");

-		exit(1);

-	}

-	if (!glutExtensionSupported ("GL_ARB_vertex_shader"))

-	{

-		printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");

-		exit(1);

+	}
+	if (!glutExtensionSupported ("GL_ARB_shader_objects"))
+	{
+		printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
+		exit(1);
+	}
+	if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
+	{
+		printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
+		exit(1);
+	}
+	if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
+	{
+		printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
+		exit(1);
 	}
 
-	glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");

-	glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");

-	glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");

-	glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");

-	glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");

-	glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");

-	glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");

-	glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");

-	glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");

-

-	fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);

-	glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);

+	glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
+	glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
+	glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
+	glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
+	glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
+	glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
+	glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
+	glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
+	glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
+
+	fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
+	glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
 	glCompileShaderARB (fragShader);
-

-	vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);

-	glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);

-	glCompileShaderARB (vertShader);

-

-	program = glCreateProgramObjectARB ();

-	glAttachObjectARB (program, fragShader);

-	glAttachObjectARB (program, vertShader);

-	glLinkProgramARB (program);

-	glUseProgramObjectARB (program);

-

-	uLightPos = glGetUniformLocationARB (program, "lightPos");

-	uDiffuse = glGetUniformLocationARB (program, "diffuse");

-	uSpecular = glGetUniformLocationARB (program, "specular");

-

-	glUniform4fvARB (uDiffuse, 1, diffuse);

-	glUniform4fvARB (uSpecular, 1, specular);

+
+	vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
+	glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
+	glCompileShaderARB (vertShader);
+
+	program = glCreateProgramObjectARB ();
+	glAttachObjectARB (program, fragShader);
+	glAttachObjectARB (program, vertShader);
+	glLinkProgramARB (program);
+	glUseProgramObjectARB (program);
+
+	uLightPos = glGetUniformLocationARB (program, "lightPos");
+	uDiffuse = glGetUniformLocationARB (program, "diffuse");
+	uSpecular = glGetUniformLocationARB (program, "specular");
+
+	glUniform4fvARB (uDiffuse, 1, diffuse);
+	glUniform4fvARB (uSpecular, 1, specular);
 
 	glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
 	glEnable (GL_DEPTH_TEST);
-	glEnable (GL_LIGHT0);

+	glEnable (GL_LIGHT0);
 	glEnable (GL_LIGHTING);
 	glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
 	glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
@@ -286,4 +286,4 @@
 	glutMainLoop ();
 	return 0;
 }
-

+