GPU: Remove unused resources in shader create info.

When adding the shader create infos some additional resources where defined
that doesn't exist in the shader itself. This commit will remove them.
This commit is contained in:
Jeroen Bakker 2022-01-21 09:58:58 +01:00
parent 64196a6b29
commit 23fa5bb723
3 changed files with 0 additions and 5 deletions

View File

@ -25,8 +25,6 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_rect_color)
.vertex_in(0, Type::VEC2, "pos")
.vertex_in(1, Type::VEC2, "texCoord")
.vertex_out(smooth_tex_coord_interp_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")

View File

@ -30,7 +30,6 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color)
.vertex_out(flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(1, Type::BOOL, "srgbTarget")
.vertex_source("gpu_shader_3D_flat_color_vert.glsl")
.fragment_source("gpu_shader_flat_color_frag.glsl")
.additional_info("gpu_srgb_to_framebuffer_space")

View File

@ -29,7 +29,6 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
.vertex_out(smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(16, Type::FLOAT, "size")
.vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
.do_static_compilation(true);
@ -52,7 +51,6 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa)
.push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(16, Type::VEC4, "color")
.push_constant(20, Type::FLOAT, "size")
.push_constant(24, Type::FLOAT, "outlineWidth")
.vertex_source("gpu_shader_3D_point_uniform_size_aa_vert.glsl")
.fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
.do_static_compilation(true);