Remove unnecessary shader stuff
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@@ -46,7 +46,9 @@ uniform vec4 u_backgroundColor;
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uniform sampler2D u_skin;
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#ifndef DRAW_MODE_background
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varying vec2 v_texCoord;
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#endif
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// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
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// Smaller values can cause problems on some mobile devices.
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@@ -11,7 +11,7 @@ uniform vec4 u_penPoints;
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const float epsilon = 1e-3;
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#endif
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#ifndef DRAW_MODE_line
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#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelMatrix;
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attribute vec2 a_texCoord;
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@@ -62,7 +62,6 @@ void main() {
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gl_Position = vec4(position, 0, 1);
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#elif defined(DRAW_MODE_background)
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gl_Position = vec4(a_position * 2.0, 0, 1);
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v_texCoord = a_texCoord;
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#else
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gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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