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author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-21 20:17:59 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-22 01:16:59 +0300 |
commit | b2c81c5d431796448dbaf4096df80df4b032dd60 (patch) | |
tree | bbb83a626df8a12e4cf56a95887dd71e55095521 | |
parent | e82616aea600a5b4062e8af5021905cd9321ea09 (diff) |
DRW: Remove unused material uniforms.
This might have some consequences but in my testing I did not found any.
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 9fe8145f6b3..4ed9205bcae 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -817,16 +817,10 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa else { switch (input->type) { case GPU_FLOAT: - DRW_shgroup_uniform_float(grp, input->shadername, (float *)input->dynamicvec, 1); - break; case GPU_VEC2: - DRW_shgroup_uniform_vec2(grp, input->shadername, (float *)input->dynamicvec, 1); - break; case GPU_VEC3: - DRW_shgroup_uniform_vec3(grp, input->shadername, (float *)input->dynamicvec, 1); - break; case GPU_VEC4: - DRW_shgroup_uniform_vec4(grp, input->shadername, (float *)input->dynamicvec, 1); + /* Should already be in the material ubo. */ break; case GPU_MAT3: DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec); |