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Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/canvas.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl8
1 files changed, 0 insertions, 8 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index 28135fce31..fea36eb65c 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -40,7 +40,6 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
-
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
@@ -149,7 +148,6 @@ VERTEX_SHADER_CODE
color_interp = color;
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
-
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
// offset uv by a small amount to avoid
@@ -258,7 +256,6 @@ vec4 light_compute(
vec2 screen_uv,
vec2 uv,
vec4 color) {
-
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -271,7 +268,6 @@ LIGHT_SHADER_CODE
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
-
float tex_size = 1.0 / tex_pixel_size;
if (pixel < margin_begin) {
@@ -313,7 +309,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
void main() {
-
vec4 color = color_interp;
vec2 uv = uv_interp;
vec2 vertex = vertex_interp;
@@ -335,7 +330,6 @@ void main() {
#endif
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
-
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
}
@@ -458,7 +452,6 @@ FRAGMENT_SHADER_CODE
light_color.rgb *= light_base_color.rgb * light_base_color.a;
if (normal_used) {
-
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
@@ -490,7 +483,6 @@ FRAGMENT_SHADER_CODE
}
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
-
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);