Remove references to unused uniforms
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@@ -3,10 +3,6 @@ layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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out vec4 vColor;
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//uniform vec2 winSize;
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//uniform float zoom;
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//uniform float rotation;
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//uniform vec2 translation;
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uniform mat4 worldMat;
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uniform mat4 worldMat;
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void main()
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void main()
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@@ -13,6 +13,4 @@ void main()
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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if ( d < 0 || e > 0) { discard; }
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if ( d < 0 || e > 0) { discard; }
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fColor = vColor;
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fColor = vColor;
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// if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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// if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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}
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}
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@@ -6,10 +6,6 @@ out vec4 vColor;
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out vec2 boxOut;
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out vec2 boxOut;
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out vec2 boxIn;
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out vec2 boxIn;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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uniform mat4 worldMat;
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uniform mat4 worldMat;
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void main()
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void main()
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@@ -31,7 +31,5 @@ void main()
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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EmitVertex();
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EndPrimitive();
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EndPrimitive();
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}
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}
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@@ -3,10 +3,6 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec3 aTexCoord;
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layout (location = 2) in vec3 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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uniform mat4 worldMat;
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out vec4 vColor;
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out vec4 vColor;
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@@ -18,4 +14,3 @@ void main()
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vColor = aColor;
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vColor = aColor;
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vTexCoord = aTexCoord;
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vTexCoord = aTexCoord;
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}
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}
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@@ -3,10 +3,6 @@ layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 col;
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layout (location = 1) in vec4 col;
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out vec4 vCol;
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out vec4 vCol;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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uniform mat4 worldMat;
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void main()
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void main()
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