DRW: Remove unused material uniforms.

This might have some consequences but in my testing I did not found any.
This commit is contained in:
Clément Foucault
2018-01-21 18:17:59 +01:00
parent e82616aea6
commit b2c81c5d43

View File

@@ -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);