Removes unused UV2 from minimap shader and reorders parameters types.
This was SVN commit r27146.
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@ -1,25 +1,28 @@
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#version 110
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#if MINIMAP_BASE || MINIMAP_LOS
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uniform sampler2D baseTex;
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varying vec2 v_tex;
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uniform sampler2D baseTex;
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#endif
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#if MINIMAP_BASE || MINIMAP_LOS
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varying vec2 v_tex;
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#endif
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#if MINIMAP_POINT
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varying vec3 color;
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varying vec3 color;
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#endif
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void main()
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{
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#if MINIMAP_BASE
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gl_FragColor = texture2D(baseTex, v_tex);
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#endif
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#if MINIMAP_BASE
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gl_FragColor = texture2D(baseTex, v_tex);
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#endif
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#if MINIMAP_LOS
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gl_FragColor = texture2D(baseTex, v_tex).rrrr;
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#endif
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#if MINIMAP_LOS
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gl_FragColor = texture2D(baseTex, v_tex).rrrr;
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#endif
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#if MINIMAP_POINT
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gl_FragColor = vec4(color, 1.0);
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#endif
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#if MINIMAP_POINT
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gl_FragColor = vec4(color, 1.0);
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#endif
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}
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@ -2,27 +2,29 @@
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uniform mat4 transform;
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uniform mat4 textureTransform;
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#if MINIMAP_BASE || MINIMAP_LOS
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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#if MINIMAP_POINT && USE_GPU_INSTANCING
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uniform float width;
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#endif
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#if MINIMAP_BASE || MINIMAP_LOS
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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#endif
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#if MINIMAP_POINT
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attribute vec2 a_vertex;
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attribute vec3 a_color;
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varying vec3 color;
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attribute vec2 a_vertex;
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attribute vec3 a_color;
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#if USE_GPU_INSTANCING
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attribute vec2 a_uv1;
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#endif
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#endif
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#if MINIMAP_POINT && USE_GPU_INSTANCING
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attribute vec2 a_uv1;
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attribute vec4 a_uv2;
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#if MINIMAP_BASE || MINIMAP_LOS
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varying vec2 v_tex;
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#endif
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uniform float width;
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#if MINIMAP_POINT
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varying vec3 color;
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#endif
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void main()
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