diff --git a/plugins/GSdx/res/glsl/tfx_fs.glsl b/plugins/GSdx/res/glsl/tfx_fs.glsl
index 6adef160c9..572189d6cb 100644
--- a/plugins/GSdx/res/glsl/tfx_fs.glsl
+++ b/plugins/GSdx/res/glsl/tfx_fs.glsl
@@ -186,11 +186,11 @@ vec4 sample_4_index(vec4 uv)
     uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
 
 #if PS_PAL_FMT == 1
-	// 4HL
+    // 4HL
     return vec4(i & 0xFu) / 255.0f;
 
 #elif PS_PAL_FMT == 2
-	// 4HH
+    // 4HH
     return vec4(i >> 4u) / 255.0f;
 
 #else
@@ -454,17 +454,17 @@ vec4 sample_color(vec2 st)
 
 #endif
 
-	// PERF note: using dot product reduces by 1 the number of instruction
-	// but I'm not sure it is equivalent neither faster.
-	for (int i = 0; i < 4; i++)
-	{
+    // PERF note: using dot product reduces by 1 the number of instruction
+    // but I'm not sure it is equivalent neither faster.
+    for (int i = 0; i < 4; i++)
+    {
         //float sum = dot(c[i].rgb, vec3(1.0f));
 #if (PS_AEM_FMT == FMT_24)
-		c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb))  ) ? TA.x : 0.0f;
-		//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
+            c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb))  ) ? TA.x : 0.0f;
+            //c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
 #elif (PS_AEM_FMT == FMT_16)
-		c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
-		//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
+            c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
+            //c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
 #endif
     }