Remove unused variables in debayer shader
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@@ -2,7 +2,7 @@
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uniform sampler2D qt_Texture0;
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uniform sampler2D qt_Texture0;
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in vec2 qt_TexCoord0;
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in vec2 qt_TexCoord0;
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in vec4 center;
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in vec2 center;
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out vec4 color;
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out vec4 color;
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#define f(x, y) texelFetch(qt_Texture0, icenter + ivec2(x, y), 0).r
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#define f(x, y) texelFetch(qt_Texture0, icenter + ivec2(x, y), 0).r
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@@ -10,7 +10,7 @@ out vec4 color;
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void main(void)
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void main(void)
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{
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{
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ivec2 texSize = textureSize(qt_Texture0, 0);
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ivec2 texSize = textureSize(qt_Texture0, 0);
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ivec2 icenter = ivec2(center.zw);
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ivec2 icenter = ivec2(center);
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ivec2 alternate = icenter % 2;
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ivec2 alternate = icenter % 2;
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// cross, checker, theta, phi
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// cross, checker, theta, phi
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@@ -4,8 +4,7 @@ uniform sampler2D qt_Texture0;
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in vec2 qt_Vertex;
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in vec2 qt_Vertex;
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in vec2 qt_MultiTexCoord0;
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in vec2 qt_MultiTexCoord0;
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out vec2 qt_TexCoord0;
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out vec2 qt_TexCoord0;
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out vec4 center;
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out vec2 center;
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uniform vec2 viewport;
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void main(void)
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void main(void)
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{
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{
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@@ -13,6 +12,5 @@ void main(void)
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gl_Position = vec4(qt_Vertex, 0.0, 1.0);
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gl_Position = vec4(qt_Vertex, 0.0, 1.0);
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qt_TexCoord0 = qt_MultiTexCoord0;
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qt_TexCoord0 = qt_MultiTexCoord0;
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qt_TexCoord0.y = 1.0 - qt_TexCoord0.y;
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qt_TexCoord0.y = 1.0 - qt_TexCoord0.y;
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center.xy = qt_TexCoord0;
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center = qt_TexCoord0 * texSize.xy;
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center.zw = qt_TexCoord0 * texSize.xy;
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}
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}
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