Cleanup: DRW: Remove uneeded point cloud vertex inputs
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@@ -4,22 +4,9 @@
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#ifdef POINTCLOUD_SHADER
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# define COMMON_POINTCLOUD_LIB
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# ifndef USE_GPU_SHADER_CREATE_INFO
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# ifndef DRW_SHADER_SHARED_H
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in vec4 pos; /* Position and radius. */
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/* ---- Instanced attribs ---- */
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in vec3 pos_inst;
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in vec3 nor;
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# endif
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# else
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# ifndef DRW_POINTCLOUD_INFO
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# error Ensure createInfo includes draw_pointcloud.
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# endif
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# endif /* !USE_GPU_SHADER_CREATE_INFO */
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# ifndef DRW_POINTCLOUD_INFO
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# error Ensure createInfo includes draw_pointcloud.
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# endif
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int pointcloud_get_point_id()
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{
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@@ -138,18 +138,12 @@ GPU_SHADER_CREATE_INFO(draw_pointcloud)
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.sampler(0, ImageType::FLOAT_BUFFER, "ptcloud_pos_rad_tx", Frequency::BATCH)
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.define("POINTCLOUD_SHADER")
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.define("DRW_POINTCLOUD_INFO")
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.vertex_in(0, Type::VEC4, "pos")
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.vertex_in(1, Type::VEC3, "pos_inst")
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.vertex_in(2, Type::VEC3, "nor")
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.additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
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GPU_SHADER_CREATE_INFO(draw_pointcloud_new)
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.sampler(0, ImageType::FLOAT_BUFFER, "ptcloud_pos_rad_tx", Frequency::BATCH)
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.define("POINTCLOUD_SHADER")
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.define("DRW_POINTCLOUD_INFO")
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.vertex_in(0, Type::VEC4, "pos")
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.vertex_in(1, Type::VEC3, "pos_inst")
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.vertex_in(2, Type::VEC3, "nor");
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.define("DRW_POINTCLOUD_INFO");
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GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
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