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graphicsdriver/opengl: Refactoring by reduing unused variables
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@ -191,11 +191,9 @@ highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) {
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void main(void) {
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void main(void) {
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highp vec2 pos = varying_tex;
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highp vec2 pos = varying_tex;
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highp vec2 texel_size = 1.0 / source_size;
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vec4 color;
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#if defined(FILTER_NEAREST)
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#if defined(FILTER_NEAREST)
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vec4 color;
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pos = adjustTexelByAddress(pos, varying_tex_region);
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pos = adjustTexelByAddress(pos, varying_tex_region);
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if (varying_tex_region[0] <= pos.x &&
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if (varying_tex_region[0] <= pos.x &&
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varying_tex_region[1] <= pos.y &&
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varying_tex_region[1] <= pos.y &&
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@ -208,6 +206,8 @@ void main(void) {
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#endif
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#endif
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#if defined(FILTER_LINEAR)
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#if defined(FILTER_LINEAR)
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vec4 color;
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 p0 = pos - texel_size / 2.0;
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highp vec2 p0 = pos - texel_size / 2.0;
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highp vec2 p1 = pos + texel_size / 2.0;
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highp vec2 p1 = pos + texel_size / 2.0;
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@ -241,9 +241,10 @@ void main(void) {
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#endif
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#endif
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#if defined(FILTER_SCREEN)
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#if defined(FILTER_SCREEN)
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 p0 = pos - texel_size / 2.0 / scale;
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highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
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highp vec2 p1 = pos + texel_size / 2.0 / scale;
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highp vec2 p0 = pos - half_scaled_texel_size;
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highp vec2 p1 = pos + half_scaled_texel_size;
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p1 = adjustTexel(p0, p1);
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p1 = adjustTexel(p0, p1);
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@ -253,8 +254,8 @@ void main(void) {
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vec4 c3 = texture2D(texture, p1);
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vec4 c3 = texture2D(texture, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale;
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vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
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vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0);
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vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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// Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
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// Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
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