diff --git a/demo/main.cpp b/demo/main.cpp
index 60d340f5f8fea1c7c46b3801cfb4877470073c6e..7c3b7f13161b1b808f87f0345d8bc4733e8cee3b 100644
--- a/demo/main.cpp
+++ b/demo/main.cpp
@@ -106,33 +106,32 @@ void CameraArcball(fggl::ecs2::impl::iter& it, fggl::components::Transform* t, f
 	auto& camTransform = t[0];
 	auto& camComp = c[0];
 
-	auto finalPos = camTransform.origin();
-		// see https://asliceofrendering.com/camera/2019/11/30/ArcballCamera/
-		glm::vec4 position(camTransform.origin(), 1.0f);
-		glm::vec4 pivot(camComp.target, 1.0f);
-		glm::mat4 view = glm::lookAt( camTransform.origin(), camComp.target, camTransform.up() );
-		glm::vec3 viewDir = -glm::transpose(view)[2];
-		glm::vec3 rightDir = glm::transpose(view)[0];
-
-		float deltaAngleX = ( 2 * M_PI / window.width() ); 
-		float deltaAngleY = ( M_PI / window.height() );
-		float xAngle = ( input.cursorDeltaX() ) * deltaAngleX;
-		float yAngle = ( input.cursorDeltaY() ) * deltaAngleY;
-
-		auto cosAngle = glm::dot( viewDir, fggl::math::UP );
-		if ( cosAngle * sgn(deltaAngleY) > 0.99f ) {
-			deltaAngleY = 0;
-		}
+	// see https://asliceofrendering.com/camera/2019/11/30/ArcballCamera/
+	glm::vec4 position(camTransform.origin(), 1.0f);
+	glm::vec4 pivot(camComp.target, 1.0f);
+	glm::mat4 view = glm::lookAt( camTransform.origin(), camComp.target, camTransform.up() );
+	glm::vec3 viewDir = -glm::transpose(view)[2];
+	glm::vec3 rightDir = glm::transpose(view)[0];
+
+	float deltaAngleX = ( 2 * M_PI / window.width() ); 
+	float deltaAngleY = ( M_PI / window.height() );
+	float xAngle = ( input.cursorDeltaX() * window.width() ) * deltaAngleX;
+	float yAngle = ( input.cursorDeltaY() * window.height() ) * deltaAngleY;
+
+	auto cosAngle = glm::dot( viewDir, fggl::math::UP );
+	if ( cosAngle * sgn(deltaAngleY) > 0.99f ) {
+		deltaAngleY = 0;
+	}
 
-		// rotate the camera around the pivot on the first axis
-		glm::mat4x4 rotationMatrixX(1.0f);
-		rotationMatrixX = glm::rotate( rotationMatrixX, xAngle, fggl::math::UP );
-		position = ( rotationMatrixX * ( position - pivot ) ) + pivot;
+	// rotate the camera around the pivot on the first axis
+	glm::mat4x4 rotationMatrixX(1.0f);
+	rotationMatrixX = glm::rotate( rotationMatrixX, xAngle, fggl::math::UP );
+	position = ( rotationMatrixX * ( position - pivot ) ) + pivot;
 
-		// rotate the camera aroud the pivot on the second axis
-		glm::mat4x4 rotationMatrixY(1.0f);
-		rotationMatrixY = glm::rotate(rotationMatrixY, yAngle, rightDir );
-		finalPos = ( rotationMatrixY * ( position - pivot ) ) + pivot;
+	// rotate the camera aroud the pivot on the second axis
+	glm::mat4x4 rotationMatrixY(1.0f);
+	rotationMatrixY = glm::rotate(rotationMatrixY, yAngle, rightDir );
+	auto finalPos = ( rotationMatrixY * ( position - pivot ) ) + pivot;
 
 	camTransform.origin( finalPos );
 }