Clean up unused shader variables.

pull/252/merge
whitequark 2018-07-12 11:43:25 +00:00
parent 20a4a2b23f
commit 9c99f69da5
3 changed files with 1 additions and 9 deletions

View File

@ -9,8 +9,6 @@ uniform vec4 color;
uniform float pixel; uniform float pixel;
uniform float width; uniform float width;
varying vec2 fragLoc;
void main() { void main() {
// Rectangular points // Rectangular points
gl_FragColor = color; gl_FragColor = color;

View File

@ -13,8 +13,6 @@ uniform mat4 projection;
uniform float width; uniform float width;
uniform float pixel; uniform float pixel;
varying vec2 fragLoc;
void main() { void main() {
// get camera vectors from modelview matrix // get camera vectors from modelview matrix
vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x); vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x);
@ -30,9 +28,6 @@ void main() {
vertex += ext * loc.x * normalize(u); vertex += ext * loc.x * normalize(u);
vertex += ext * loc.y * normalize(v); vertex += ext * loc.y * normalize(v);
// write fragment location for calculating caps and antialiasing
fragLoc = loc;
// transform resulting vertex with modelview and projection matrices // transform resulting vertex with modelview and projection matrices
gl_Position = projection * modelview * vec4(vertex, 1.0); gl_Position = projection * modelview * vec4(vertex, 1.0);
} }

View File

@ -926,8 +926,7 @@ void IndexedMeshRenderer::Init() {
colShader.Init( colShader.Init(
"shaders/imesh.vert", "shaders/imesh.frag", "shaders/imesh.vert", "shaders/imesh.frag",
{ {
{ ATTRIB_POS, "pos" }, { ATTRIB_POS, "pos" }
{ ATTRIB_TEX, "tex" }
} }
); );
texShader.Init( texShader.Init(