Remove unused WindowHeight uniform.

This commit is contained in:
Christopher Bruns 2016-10-02 13:12:22 -04:00
parent fcbf9342d6
commit 576619504e
3 changed files with 0 additions and 4 deletions

View file

@ -54,7 +54,6 @@ void FPresent3DRowShader::Bind()
Contrast.Init(mShader, "Contrast");
Brightness.Init(mShader, "Brightness");
Scale.Init(mShader, "UVScale");
WindowHeight.Init(mShader, "WindowHeight");
VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
}
mShader.Bind();

View file

@ -41,7 +41,6 @@ public:
FBufferedUniform1f Contrast;
FBufferedUniform1f Brightness;
FBufferedUniform2f Scale;
FBufferedUniform1i WindowHeight;
FBufferedUniform1i VerticalPixelOffset;
private:

View file

@ -99,8 +99,6 @@ void RowInterleaved3D::Present() const
GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
GLRenderer->mPresent3dRowShader->WindowHeight.Set(0);
GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(0); // fixme: vary with window location
GLRenderer->RenderScreenQuad();