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Remove unused structures from lighting fragment shaders (#3497)
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@@ -18,12 +18,6 @@ uniform vec4 colDiffuse;
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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struct Light {
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int enabled;
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int enabled;
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int type;
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int type;
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@@ -16,12 +16,6 @@ uniform vec4 colDiffuse;
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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struct Light {
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int enabled;
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int enabled;
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int type;
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int type;
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@@ -19,12 +19,6 @@ out vec4 finalColor;
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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struct Light {
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int enabled;
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int enabled;
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int type;
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int type;
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