GAL: Remove dead code regarding SHADER_LINE_B in the fragment shader
The only test for it was only called from a function that's called if the mode is SHADER_LINE_A, not B.
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@ -282,7 +282,6 @@ const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_B = 6.0;
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varying vec4 shaderParams;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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varying vec2 circleCoords;
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@ -302,12 +301,6 @@ void filledCircle( vec2 aCoord )
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float pixelSegDistance( vec2 aCoord )
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float pixelSegDistance( vec2 aCoord )
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{
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{
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if( shaderParams[0] == SHADER_LINE_B )
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{
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gl_FragColor = gl_Color;
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return 0.0;
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}
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float aspect = shaderParams[1];
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float aspect = shaderParams[1];
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float dist;
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float dist;
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vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
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vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
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