Cleanup: Remove unused code (USE_COLOR_U32)
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@ -5,11 +5,7 @@ uniform mat4 ModelMatrix;
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#endif
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in vec3 pos;
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#if defined(USE_COLOR_U32)
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in uint color;
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#else
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in vec4 color;
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#endif
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flat out vec4 finalColor;
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@ -17,15 +13,7 @@ void main()
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{
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vec4 pos_4d = vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * pos_4d;
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#if defined(USE_COLOR_U32)
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finalColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f),
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((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
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((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
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((color >> 24)) * (1.0f / 255.0f));
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#else
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finalColor = color;
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#endif
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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@ -1,21 +1,9 @@
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#if defined(USE_COLOR_U32)
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uniform uint color;
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#else
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uniform vec4 color;
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#endif
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out vec4 fragColor;
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void main()
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{
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#if defined(USE_COLOR_U32)
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fragColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f),
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((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
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((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
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((color >> 24)) * (1.0f / 255.0f));
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#else
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fragColor = color;
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#endif
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fragColor = blender_srgb_to_framebuffer_space(fragColor);
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fragColor = blender_srgb_to_framebuffer_space(color);
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}
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