Cleanu: GPU: Address GLSL warnings
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@@ -10,7 +10,7 @@ COMPUTE_SHADER_CREATE_INFO(draw_hair_refine_compute)
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void main()
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{
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float interp_time;
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float interp_time = 0.0;
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vec4 data0, data1, data2, data3;
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hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
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@@ -254,7 +254,7 @@ vec2 safe_normalize_len(vec2 v, out float len)
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# ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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vec2 safe_normalize(vec2 v)
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{
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float len;
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float len = 0.0;
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return safe_normalize_len(v, len);
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}
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# endif
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@@ -42,7 +42,7 @@ void projmat_dimensions(mat4 winmat,
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void frustum_boundbox_calc(mat4 winmat, mat4 viewinv, out FrustumCorners frustum_corners)
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{
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float left, right, bottom, top, near, far;
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float left = 0.0, right = 0.0, bottom = 0.0, top = 0.0, near = 0.0, far = 0.0;
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bool is_persp = winmat[3][3] == 0.0;
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projmat_dimensions(winmat, left, right, bottom, top, near, far);
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@@ -114,10 +114,7 @@ void strip_EmitVertex(const uint strip_index,
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}
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}
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void geometry_main(VertOut geom_in[4],
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uint out_vertex_id,
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uint out_primitive_id,
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uint out_invocation_id)
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void geometry_main(VertOut geom_in[4], uint out_vertex_id, uint out_primitive_id)
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{
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const float MiterLimit = 0.75;
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@@ -330,8 +327,6 @@ void main()
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uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
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uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
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ouput_primitive_count;
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uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
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ouput_invocation_count;
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GreasePencilStrokeData vert_in[4];
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vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);
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@@ -347,5 +342,5 @@ void main()
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/* Discard by default. */
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gl_Position = vec4(NAN_FLT);
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geometry_main(vert_out, out_vertex_id, out_primitive_id, out_invocation_id);
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geometry_main(vert_out, out_vertex_id, out_primitive_id);
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}
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