optimize: inline temporary variable in shader

This commit is contained in:
Hannes Janetzek 2013-09-10 18:02:06 +02:00
parent 2474fe621b
commit 51c2c5d62a

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@ -251,12 +251,12 @@ public class LineTexRenderer {
+ "void main() {" + "void main() {"
+ " vec4 pos;" + " vec4 pos;"
+ " if (a_flip == 0.0){" + " if (a_flip == 0.0){"
+ " vec2 dir = u_width * a_pos0.zw;" //+ " vec2 dir = u_width * a_pos0.zw;"
+ " pos = vec4(a_pos0.xy + dir, 0.0, 1.0);" + " pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len0.x / u_pscale, 1.0);" + " v_st = vec2(a_len0.x / u_pscale, 1.0);"
+ " } else {" + " } else {"
+ " vec2 dir = u_width * a_pos1.zw ;" //+ " vec2 dir = u_width * a_pos1.zw;"
+ " pos = vec4(a_pos1.xy - dir, 0.0, 1.0);" + " pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);"
+ " v_st = vec2(a_len1.x / u_pscale, -1.0);" + " v_st = vec2(a_len1.x / u_pscale, -1.0);"
+ " }" + " }"
+ " gl_Position = u_mvp * pos;" + " gl_Position = u_mvp * pos;"