diff --git a/res/dpr/light_library.glsl b/res/dpr/light_library.glsl
index a1c4a67a2dad88603a665f92c14f433fa1c46320..d96687a1599c10b1ec5bed39163e2d41d83712b1 100644
--- a/res/dpr/light_library.glsl
+++ b/res/dpr/light_library.glsl
@@ -68,7 +68,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position)
     {
         frustum = 0;
 
-        if(direction.x < 0.0)
+        if (direction.x < 0.0)
         {
             frustum += 1;
         }
@@ -78,7 +78,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position)
     {
         frustum = 2;
 
-        if(direction.y < 0.0)
+        if (direction.y < 0.0)
         {
             frustum += 1;
         }
@@ -88,7 +88,7 @@ uint get_shadow_frustum(uint light, vec3 surface_position)
     {
         frustum = 4;
 
-        if(direction.z < 0.0)
+        if (direction.z < 0.0)
         {
             frustum += 1;
         }
@@ -245,7 +245,7 @@ vec3 compute_brdf(vec3 light_direction, vec3 normal_direction, vec3 view_directi
 {
     float n_dot_l = dot(normal_direction, light_direction);
 
-    if(n_dot_l <= 0.0)
+    if (n_dot_l <= 0.0)
     {
         return vec3(0.0);
     }
diff --git a/res/dpr/material_library.glsl b/res/dpr/material_library.glsl
index 9b3a3720d1fa1dd3588451cce007e0f17b92674c..8afb064b84fb21a75c3253dd4257a48115662c9d 100644
--- a/res/dpr/material_library.glsl
+++ b/res/dpr/material_library.glsl
@@ -15,7 +15,7 @@
     {
         Material material = lookup_material(uv);
     
-        if(material.opacity < EPSILON)
+        if (material.opacity < EPSILON)
         {
             discard;
         }
diff --git a/res/dpr/math_library.glsl b/res/dpr/math_library.glsl
index 56d28a2d5ccce2520b425e927ef38e26b6122de0..fa3f35ac68b693719b0a75ed5e6c9e30c467523e 100644
--- a/res/dpr/math_library.glsl
+++ b/res/dpr/math_library.glsl
@@ -6,7 +6,7 @@
 
 float heaviside(float value)
 {
-    if(value <= 0.0)
+    if (value <= 0.0)
     {
         return 0.0;
     }
diff --git a/res/dpr/shadow.geom b/res/dpr/shadow.geom
index c3b0abe6bff78750ea7bd808e4752505beaf7b5c..519171c674565abd00fd99b53dd34d48047e0202 100644
--- a/res/dpr/shadow.geom
+++ b/res/dpr/shadow.geom
@@ -12,7 +12,7 @@ layout(push_constant) uniform Constants
 
 void main()
 {
-    for(int index = 0; index < 3; index++)
+    for (int index = 0; index < 3; index++)
     {
         gl_Position = gl_in[index].gl_Position;
         gl_Layer = int(layer_index);
diff --git a/src/scene.cpp b/src/scene.cpp
index 0cc1eda52f953699217e682b8a13c664d4cdb177..b83907c985e589ac88e3530ca44e72940c2fc7d8 100644
--- a/src/scene.cpp
+++ b/src/scene.cpp
@@ -302,7 +302,7 @@ void build_shadow_matrix(glsl::LightData& light_data, const glm::vec3& box_min,
         }
     }
 
-    else if(light_data.type == LIGHT_TYPE_DIRECTIONAL)
+    else if (light_data.type == LIGHT_TYPE_DIRECTIONAL)
     {
         glm::vec3 direction = glm::normalize(light_data.direction);
         glm::vec3 side = glm::vec3(1.0f, 0.0f, 0.0f);
@@ -345,7 +345,7 @@ void build_shadow_matrix(glsl::LightData& light_data, const glm::vec3& box_min,
         light_data.shadow_matrix[0] = projection_matrix * view_matrix;
     }
 
-    else if(light_data.type == LIGHT_TYPE_SPOT)
+    else if (light_data.type == LIGHT_TYPE_SPOT)
     {
         glm::vec3 box_size = box_max - box_min;
         float box_diagonal = glm::length(box_size);