Remove pointless optimization

This commit is contained in:
schmelczerandras 2020-10-18 15:43:29 +02:00
parent 184d1a1e39
commit 7b483c197c
4 changed files with 8 additions and 74 deletions

View file

@ -5,27 +5,13 @@ precision lowp float;
{macroDefinitions}
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
out vec2 uvCoordinates;
uniform vec2 squareToAspectRatio;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
out vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
#endif
#endif
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
@ -36,20 +22,4 @@ void main() {
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
circleLightDirections[i] = circleLightCenters[i] - position;
}
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
flashlightActualDirections[i] = flashlightCenters[i] - position;
}
#endif
#endif
}