Clean up unused shader variables.
parent
20a4a2b23f
commit
9c99f69da5
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@ -9,8 +9,6 @@ uniform vec4 color;
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uniform float pixel;
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uniform float pixel;
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uniform float width;
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uniform float width;
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varying vec2 fragLoc;
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void main() {
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void main() {
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// Rectangular points
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// Rectangular points
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gl_FragColor = color;
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gl_FragColor = color;
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@ -13,8 +13,6 @@ uniform mat4 projection;
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uniform float width;
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uniform float width;
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uniform float pixel;
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uniform float pixel;
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varying vec2 fragLoc;
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void main() {
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void main() {
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// get camera vectors from modelview matrix
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// get camera vectors from modelview matrix
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vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x);
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vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x);
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@ -30,9 +28,6 @@ void main() {
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vertex += ext * loc.x * normalize(u);
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vertex += ext * loc.x * normalize(u);
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vertex += ext * loc.y * normalize(v);
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vertex += ext * loc.y * normalize(v);
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// write fragment location for calculating caps and antialiasing
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fragLoc = loc;
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// transform resulting vertex with modelview and projection matrices
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// transform resulting vertex with modelview and projection matrices
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gl_Position = projection * modelview * vec4(vertex, 1.0);
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gl_Position = projection * modelview * vec4(vertex, 1.0);
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}
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}
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@ -926,8 +926,7 @@ void IndexedMeshRenderer::Init() {
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colShader.Init(
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colShader.Init(
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"shaders/imesh.vert", "shaders/imesh.frag",
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"shaders/imesh.vert", "shaders/imesh.frag",
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{
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{
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{ ATTRIB_POS, "pos" },
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{ ATTRIB_POS, "pos" }
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{ ATTRIB_TEX, "tex" }
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}
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}
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);
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);
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texShader.Init(
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texShader.Init(
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