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Remove unused uniforms from composite shaders
CURA-2299
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parent
7bca6a648a
commit
b05caa8bdc
2 changed files with 7 additions and 16 deletions
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@ -16,10 +16,6 @@ fragment =
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform sampler2D u_layer3;
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uniform float u_imageWidth;
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uniform float u_imageHeight;
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uniform vec2 u_offset[9];
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@ -42,11 +38,13 @@ fragment =
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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vec4 layer2 = texture2D(u_layer2, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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result = layer2 * layer2.a + result * (1.0 - layer2.a);
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vec4 main_layer = texture2D(u_layer0, v_uvs);
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vec4 selection_layer = texture2D(u_layer1, v_uvs);
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vec4 layerview_layer = texture2D(u_layer2, v_uvs);
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result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
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result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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@ -55,8 +53,7 @@ fragment =
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture2D(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
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{
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gl_FragColor = result;
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}
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@ -70,7 +67,6 @@ fragment =
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_layer3 = 3
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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