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Remove unused WindowHeight uniform.
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3 changed files with 0 additions and 4 deletions
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@ -54,7 +54,6 @@ void FPresent3DRowShader::Bind()
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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WindowHeight.Init(mShader, "WindowHeight");
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VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
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}
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mShader.Bind();
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@ -41,7 +41,6 @@ public:
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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FBufferedUniform1i WindowHeight;
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FBufferedUniform1i VerticalPixelOffset;
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private:
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@ -99,8 +99,6 @@ void RowInterleaved3D::Present() const
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GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
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GLRenderer->mPresent3dRowShader->WindowHeight.Set(0);
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(0); // fixme: vary with window location
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GLRenderer->RenderScreenQuad();
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