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shaderir/glsl: Refactoring
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@ -243,20 +243,8 @@ func (c *compileContext) glslVarInit(p *shaderir.Program, t *shaderir.Type) stri
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return "false"
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case shaderir.Int:
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return "0"
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case shaderir.Float:
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return "float(0)"
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case shaderir.Vec2:
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return "vec2(0)"
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case shaderir.Vec3:
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return "vec3(0)"
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case shaderir.Vec4:
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return "vec4(0)"
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case shaderir.Mat2:
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return "mat2(0)"
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case shaderir.Mat3:
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return "mat3(0)"
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case shaderir.Mat4:
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return "mat4(0)"
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case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
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return fmt.Sprintf("%s(0)", basicTypeString(t.Main))
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default:
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t0, t1 := c.glslType(p, t)
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panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1))
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