forked from AuroraMiddleware/gtk
gl renderer: Remove some unneeded calculations from shaders
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c79c18f39c
commit
2079c898e7
@ -2,8 +2,6 @@
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void main() {
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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}
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// FRAGMENT_SHADER:
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// FRAGMENT_SHADER:
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@ -1,8 +1,6 @@
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// VERTEX_SHADER:
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// VERTEX_SHADER:
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void main() {
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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}
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// FRAGMENT_SHADER:
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// FRAGMENT_SHADER:
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@ -1,8 +1,6 @@
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// VERTEX_SHADER:
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// VERTEX_SHADER:
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void main() {
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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}
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// FRAGMENT_SHADER:
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// FRAGMENT_SHADER:
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@ -1,8 +1,6 @@
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// VERTEX_SHADER:
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// VERTEX_SHADER:
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void main() {
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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}
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// FRAGMENT_SHADER:
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// FRAGMENT_SHADER:
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