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gl renderer: Remove some unused uniforms
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@ -44,7 +44,6 @@ struct _Program
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int position_location;
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int position_location;
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int uv_location;
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int uv_location;
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int alpha_location;
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int alpha_location;
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int blend_mode_location;
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int viewport_location;
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int viewport_location;
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int projection_location;
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int projection_location;
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int modelview_location;
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int modelview_location;
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@ -1,11 +1,9 @@
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precision mediump float;
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precision mediump float;
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uniform sampler2D u_source;
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uniform sampler2D u_source;
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uniform sampler2D u_mask;
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uniform mat4 u_projection;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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uniform mat4 u_modelview;
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uniform float u_alpha;
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uniform float u_alpha;
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uniform int uBlendMode;
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uniform vec4 u_viewport;
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uniform vec4 u_viewport;
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// In GtkSnapshot coordinates
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// In GtkSnapshot coordinates
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@ -1,11 +1,9 @@
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precision highp float;
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precision highp float;
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uniform sampler2D u_source;
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uniform sampler2D u_source;
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uniform sampler2D u_mask;
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uniform mat4 u_projection = mat4(1.0);
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uniform mat4 u_projection = mat4(1.0);
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uniform mat4 u_modelview = mat4(1.0);
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uniform mat4 u_modelview = mat4(1.0);
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uniform float u_alpha = 1.0;
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uniform float u_alpha = 1.0;
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uniform int uBlendMode;
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uniform vec4 u_viewport;
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uniform vec4 u_viewport;
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// In GtkSnapshot coordinates
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// In GtkSnapshot coordinates
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@ -1,9 +1,7 @@
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uniform sampler2D u_source;
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uniform sampler2D u_source;
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uniform sampler2D u_mask;
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uniform mat4 u_projection;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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uniform mat4 u_modelview;
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uniform float u_alpha;
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uniform float u_alpha;
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uniform int uBlendMode;
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uniform vec4 u_viewport;
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uniform vec4 u_viewport;
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// In GtkSnapshot coordinates
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// In GtkSnapshot coordinates
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