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https://github.com/MaSzyna-EU07/maszyna.git
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Remove unused f_light_pos vertex shader output
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@@ -1,5 +1,4 @@
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#if SHADOWMAP_ENABLED
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#if SHADOWMAP_ENABLED
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in vec4 f_light_pos[MAX_CASCADES];
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uniform sampler2DArrayShadow shadowmap;
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uniform sampler2DArrayShadow shadowmap;
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#endif
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#endif
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uniform sampler2D headlightmap;
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uniform sampler2D headlightmap;
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@@ -11,7 +11,6 @@ flat out vec3 f_normal_raw;
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out vec2 f_coord;
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out vec2 f_coord;
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out vec4 f_pos;
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out vec4 f_pos;
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out mat3 f_tbn;
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out mat3 f_tbn;
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out vec4 f_light_pos[MAX_CASCADES];
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out vec4 f_clip_pos;
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out vec4 f_clip_pos;
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out vec4 f_clip_future_pos;
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out vec4 f_clip_future_pos;
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@@ -30,9 +29,6 @@ void main()
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f_normal_raw = v_normal;
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f_normal_raw = v_normal;
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f_coord = v_coord;
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f_coord = v_coord;
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f_pos = mv * vec4(v_vert, 1.0);
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f_pos = mv * vec4(v_vert, 1.0);
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for (uint idx = 0U ; idx < MAX_CASCADES ; ++idx) {
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f_light_pos[idx] = lightview[idx] * f_pos;
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}
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f_clip_pos = projection * f_pos;
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f_clip_pos = projection * f_pos;
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f_clip_future_pos = (projection * future) * f_pos;
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f_clip_future_pos = (projection * future) * f_pos;
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