Vulkan: Remove unused gl_ClipDistance from shaders
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@@ -7,20 +7,17 @@
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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// float gl_ClipDistance[];
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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// float gl_ClipDistance[];
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};
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struct VertexData {
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vec4 o[16];
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};
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layout(location = 0) in VertexData in_vtx[];
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layout(location = 0) out VertexData out_vtx;
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layout(location = 0) in vec4 in_interpolators[][16];
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layout(location = 0) out vec4 out_interpolators[16];
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// TODO(benvanik): fetch default point size from register and use that if
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// the VS doesn't write oPointSize.
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@@ -41,7 +38,7 @@ void main() {
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float psize = gl_in[0].gl_PointSize;
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for (int i = 0; i < 4; ++i) {
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gl_Position = vec4(pos.xy + offsets[i] * psize, pos.zw);
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out_vtx = in_vtx[0];
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out_interpolators = in_interpolators[0];
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EmitVertex();
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}
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EndPrimitive();
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