gl renderer: Remove some unneeded calculations from shaders

This commit is contained in:
Timm Bäder 2019-12-17 12:39:36 +01:00
parent c79c18f39c
commit 2079c898e7
4 changed files with 0 additions and 8 deletions

View File

@ -2,8 +2,6 @@
void main() { void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
} }
// FRAGMENT_SHADER: // FRAGMENT_SHADER:

View File

@ -1,8 +1,6 @@
// VERTEX_SHADER: // VERTEX_SHADER:
void main() { void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
} }
// FRAGMENT_SHADER: // FRAGMENT_SHADER:

View File

@ -1,8 +1,6 @@
// VERTEX_SHADER: // VERTEX_SHADER:
void main() { void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
} }
// FRAGMENT_SHADER: // FRAGMENT_SHADER:

View File

@ -1,8 +1,6 @@
// VERTEX_SHADER: // VERTEX_SHADER:
void main() { void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
} }
// FRAGMENT_SHADER: // FRAGMENT_SHADER: