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.
This commit is contained in:
Urja Rannikko 2020-07-17 19:19:23 +00:00 committed by Seth Hillbrand
parent d1da053d2e
commit 65ceeebc71
1 changed files with 0 additions and 7 deletions

View File

@ -282,7 +282,6 @@ const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0; const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0; const float SHADER_FONT = 4.0;
const float SHADER_LINE_A = 5.0; const float SHADER_LINE_A = 5.0;
const float SHADER_LINE_B = 6.0;
varying vec4 shaderParams; varying vec4 shaderParams;
varying vec2 circleCoords; varying vec2 circleCoords;
@ -302,12 +301,6 @@ void filledCircle( vec2 aCoord )
float pixelSegDistance( vec2 aCoord ) float pixelSegDistance( vec2 aCoord )
{ {
if( shaderParams[0] == SHADER_LINE_B )
{
gl_FragColor = gl_Color;
return 0.0;
}
float aspect = shaderParams[1]; float aspect = shaderParams[1];
float dist; float dist;
vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t ); vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );