From: Steinar H. Gunderson Date: Wed, 1 Aug 2018 23:15:30 +0000 (+0200) Subject: Remove an unused uniform. X-Git-Tag: 1.8.0~76^2~156 X-Git-Url: https://git.sesse.net/?a=commitdiff_plain;h=c842dcb858cfb3d8d059301606d24a6d32ce1d77;p=nageru Remove an unused uniform. --- diff --git a/densify.vert b/densify.vert index 1859dfc..73d696a 100644 --- a/densify.vert +++ b/densify.vert @@ -6,7 +6,6 @@ flat out vec2 flow_du; flat out float mean_diff; uniform vec2 patch_size; // In 0..1 coordinates. -uniform vec2 patch_spacing; // In 0..1 coordinates. uniform sampler2D flow_tex; void main() diff --git a/flow.cpp b/flow.cpp index 04e9c2f..740b236 100644 --- a/flow.cpp +++ b/flow.cpp @@ -489,7 +489,7 @@ private: GLuint densify_program; GLuint densify_vao; - GLuint uniform_patch_size, uniform_patch_spacing; + GLuint uniform_patch_size; GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex; }; @@ -509,7 +509,6 @@ Densify::Densify() glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); uniform_patch_size = glGetUniformLocation(densify_program, "patch_size"); - uniform_patch_spacing = glGetUniformLocation(densify_program, "patch_spacing"); uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex"); uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex"); uniform_flow_tex = glGetUniformLocation(densify_program, "flow_tex"); @@ -527,14 +526,6 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d float(patch_size_pixels) / level_width, float(patch_size_pixels) / level_height); - float patch_spacing_x = float(level_width - patch_size_pixels) / (width_patches - 1); - float patch_spacing_y = float(level_height - patch_size_pixels) / (height_patches - 1); - if (width_patches == 1) patch_spacing_x = 0.0f; // Avoid infinities. - if (height_patches == 1) patch_spacing_y = 0.0f; - glProgramUniform2f(densify_program, uniform_patch_spacing, - patch_spacing_x / level_width, - patch_spacing_y / level_height); - glViewport(0, 0, level_width, level_height); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE);