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