Cleanup: Overlays: Remove unused facefill shader
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@@ -448,8 +448,6 @@ set(GLSL_SRC
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engines/overlay/shaders/edit_lattice_point_vert.glsl
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engines/overlay/shaders/edit_lattice_wire_vert.glsl
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engines/overlay/shaders/edit_mesh_common_lib.glsl
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engines/overlay/shaders/edit_mesh_facefill_frag.glsl
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engines/overlay/shaders/edit_mesh_facefill_vert.glsl
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engines/overlay/shaders/edit_mesh_frag.glsl
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engines/overlay/shaders/edit_mesh_geom.glsl
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engines/overlay/shaders/edit_mesh_normal_vert.glsl
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@@ -1,7 +0,0 @@
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flat in vec4 faceColor;
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out vec4 FragColor;
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void main()
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{
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FragColor = faceColor;
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}
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@@ -1,23 +0,0 @@
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uniform ivec4 dataMask = ivec4(0xFF);
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in vec3 pos;
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in ivec4 data;
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flat out vec4 faceColor;
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void main()
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{
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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vec3 world_pos = point_object_to_world(pos);
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gl_Position = point_world_to_ndc(world_pos);
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ivec4 data_m = data & dataMask;
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faceColor = EDIT_MESH_face_color(data_m.x);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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