[gtk/wip/baedert/gl-rework] gl renderer: Remove some unneeded calculations from shaders



commit 323ad2a342a637e75aa5c7fb973094acce615b3a
Author: Timm Bäder <mail baedert org>
Date:   Tue Dec 17 12:39:36 2019 +0100

    gl renderer: Remove some unneeded calculations from shaders

 gsk/resources/glsl/border.glsl                  | 2 --
 gsk/resources/glsl/color.glsl                   | 2 --
 gsk/resources/glsl/inset_shadow.glsl            | 2 --
 gsk/resources/glsl/unblurred_outset_shadow.glsl | 2 --
 4 files changed, 8 deletions(-)
---
diff --git a/gsk/resources/glsl/border.glsl b/gsk/resources/glsl/border.glsl
index b791dceb4f..6a0ff18024 100644
--- a/gsk/resources/glsl/border.glsl
+++ b/gsk/resources/glsl/border.glsl
@@ -2,8 +2,6 @@
 
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
-  vUv = vec2(aUv.x, aUv.y);
 }
 
 // FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/color.glsl b/gsk/resources/glsl/color.glsl
index 8163dddfd0..dcd65100a3 100644
--- a/gsk/resources/glsl/color.glsl
+++ b/gsk/resources/glsl/color.glsl
@@ -1,8 +1,6 @@
 // VERTEX_SHADER:
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
-  vUv = vec2(aUv.x, aUv.y);
 }
 
 // FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/inset_shadow.glsl b/gsk/resources/glsl/inset_shadow.glsl
index c6518f1aa1..1658559536 100644
--- a/gsk/resources/glsl/inset_shadow.glsl
+++ b/gsk/resources/glsl/inset_shadow.glsl
@@ -1,8 +1,6 @@
 // VERTEX_SHADER:
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
-  vUv = vec2(aUv.x, aUv.y);
 }
 
 // FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index e50db29cd3..876ee9eb1e 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -1,8 +1,6 @@
 // VERTEX_SHADER:
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
-  vUv = vec2(aUv.x, aUv.y);
 }
 
 // FRAGMENT_SHADER:


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