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Remove uniforms from unused shaders
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f704ddc11c
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3 changed files with 7 additions and 3 deletions
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@ -18,7 +18,8 @@
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<$declareStandardTransform()$>
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<$declareStandardTransform()$>
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uniform vec4 sphereParam;
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// FIXME make into a uniform buffer or push constant if this shader ever comes into use
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vec4 sphereParam = vec4(0.0);
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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@ -24,7 +24,9 @@ precision mediump int;
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layout(binding=0) uniform sampler2D colorTexture;
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layout(binding=0) uniform sampler2D colorTexture;
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//uniform sampler2D historyTexture;
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//uniform sampler2D historyTexture;
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layout(location=0) uniform vec2 texcoordOffset;
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// FIXME make into a uniform buffer or push constant if this shader ever comes into use
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vec2 texcoordOffset = vec2(0.0);
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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layout(location=0) out vec4 outFragColor;
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@ -26,7 +26,8 @@
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 _fragColor;
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layout(location=0) out vec4 _fragColor;
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layout(location=GPU_UNIFORM_EXTRA0) uniform vec2 uniformCursorTexcoord = vec2(0.5);
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// FIXME make into a uniform buffer or push constant if this shader ever comes into use
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vec2 uniformCursorTexcoord = vec2(0.5);
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//uniform vec3 uniformLightVector = vec3(1.0);
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//uniform vec3 uniformLightVector = vec3(1.0);
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