Remove uniforms from unused shaders

This commit is contained in:
Brad Davis 2018-08-24 23:43:44 -07:00
parent f704ddc11c
commit 730cdb4257
3 changed files with 7 additions and 3 deletions

View file

@ -18,7 +18,8 @@
<$declareStandardTransform()$>
uniform vec4 sphereParam;
// FIXME make into a uniform buffer or push constant if this shader ever comes into use
vec4 sphereParam = vec4(0.0);
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;

View file

@ -24,7 +24,9 @@ precision mediump int;
layout(binding=0) uniform sampler2D colorTexture;
//uniform sampler2D historyTexture;
layout(location=0) uniform vec2 texcoordOffset;
// FIXME make into a uniform buffer or push constant if this shader ever comes into use
vec2 texcoordOffset = vec2(0.0);
layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 outFragColor;

View file

@ -26,7 +26,8 @@
layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 _fragColor;
layout(location=GPU_UNIFORM_EXTRA0) uniform vec2 uniformCursorTexcoord = vec2(0.5);
// FIXME make into a uniform buffer or push constant if this shader ever comes into use
vec2 uniformCursorTexcoord = vec2(0.5);
//uniform vec3 uniformLightVector = vec3(1.0);