Reformat
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@ -371,9 +371,9 @@ int main() {
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glBindBufferBase(GL_UNIFORM_BUFFER, ubo_binding_point, ubo);
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// Set the shaders binding points
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main_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
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light_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
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skybox_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
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main_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
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light_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
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skybox_shader.set_uniform_block_binding_point ("Common", ubo_binding_point);
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reflective_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
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refractive_shader.set_uniform_block_binding_point("Common", ubo_binding_point);
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