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Merge pull request #9233 from xebra/spline_bezier
[spline/bezier]Remove wasted code.
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commit
524854ac16
@ -515,22 +515,18 @@ void GenerateVertexShader(const ShaderID &id, char *buffer) {
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WRITE(p, " vec2 tess_next_v = vec2(0.0, normal.y);\n");
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// Right
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WRITE(p, " vec2 tess_pos_r = tess_pos + tess_next_u;\n");
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WRITE(p, " spline_knot(spline_num_patches, spline_type, knots, patch_pos);\n");
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WRITE(p, " spline_weight(tess_pos_r + patch_pos, knots, weights);\n");
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WRITE(p, " vec3 pos_r = tess_sample(_pos, weights);\n");
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// Left
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WRITE(p, " vec2 tess_pos_l = tess_pos - tess_next_u;\n");
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WRITE(p, " spline_knot(spline_num_patches, spline_type, knots, patch_pos);\n");
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WRITE(p, " spline_weight(tess_pos_l + patch_pos, knots, weights);\n");
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WRITE(p, " vec3 pos_l = tess_sample(_pos, weights);\n");
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// Down
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WRITE(p, " vec2 tess_pos_d = tess_pos + tess_next_v;\n");
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WRITE(p, " spline_knot(spline_num_patches, spline_type, knots, patch_pos);\n");
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WRITE(p, " spline_weight(tess_pos_d + patch_pos, knots, weights);\n");
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WRITE(p, " vec3 pos_d = tess_sample(_pos, weights);\n");
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// Up
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WRITE(p, " vec2 tess_pos_u = tess_pos - tess_next_v;\n");
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WRITE(p, " spline_knot(spline_num_patches, spline_type, knots, patch_pos);\n");
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WRITE(p, " spline_weight(tess_pos_u + patch_pos, knots, weights);\n");
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WRITE(p, " vec3 pos_u = tess_sample(_pos, weights);\n");
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