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Completely remove the texcoord frame transform as we don;t use it at all
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1 changed files with 0 additions and 10 deletions
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@ -16,11 +16,6 @@
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
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// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
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layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
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#endif
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void main(void) {
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const float depth = 1.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -33,10 +28,5 @@ void main(void) {
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_texCoord01.xy = (pos.xy + 1.0) * 0.5;
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#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
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_texCoord01.xy *= texcoordFrameTransform.zw;
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_texCoord01.xy += texcoordFrameTransform.xy;
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#endif
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gl_Position = pos;
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}
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