DRW: Remove unused material uniforms.
This might have some consequences but in my testing I did not found any.
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@@ -817,16 +817,10 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
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else {
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switch (input->type) {
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case GPU_FLOAT:
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DRW_shgroup_uniform_float(grp, input->shadername, (float *)input->dynamicvec, 1);
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break;
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case GPU_VEC2:
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DRW_shgroup_uniform_vec2(grp, input->shadername, (float *)input->dynamicvec, 1);
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break;
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case GPU_VEC3:
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DRW_shgroup_uniform_vec3(grp, input->shadername, (float *)input->dynamicvec, 1);
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break;
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case GPU_VEC4:
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DRW_shgroup_uniform_vec4(grp, input->shadername, (float *)input->dynamicvec, 1);
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/* Should already be in the material ubo. */
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break;
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case GPU_MAT3:
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DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec);
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