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https://github.com/luanti-org/luanti.git
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Remove unused drawtype shader constant
might lead to better material merging
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@@ -429,33 +429,13 @@ public:
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void onGenerate(const std::string &name, ShaderConstants &constants) override
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void onGenerate(const std::string &name, ShaderConstants &constants) override
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{
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{
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if (constants.find("DRAWTYPE") == constants.end())
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if (constants.find("MATERIAL_TYPE") == constants.end())
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return; // not a node shader
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return; // not a node shader
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[[maybe_unused]] const auto drawtype =
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static_cast<NodeDrawType>(std::get<int>(constants["DRAWTYPE"]));
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[[maybe_unused]] const auto material_type =
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[[maybe_unused]] const auto material_type =
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static_cast<MaterialType>(std::get<int>(constants["MATERIAL_TYPE"]));
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static_cast<MaterialType>(std::get<int>(constants["MATERIAL_TYPE"]));
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#define PROVIDE(constant) constants[ #constant ] = (int)constant
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#define PROVIDE(constant) constants[ #constant ] = (int)constant
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PROVIDE(NDT_NORMAL);
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PROVIDE(NDT_AIRLIKE);
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PROVIDE(NDT_LIQUID);
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PROVIDE(NDT_FLOWINGLIQUID);
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PROVIDE(NDT_GLASSLIKE);
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PROVIDE(NDT_ALLFACES);
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PROVIDE(NDT_ALLFACES_OPTIONAL);
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PROVIDE(NDT_TORCHLIKE);
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PROVIDE(NDT_SIGNLIKE);
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PROVIDE(NDT_PLANTLIKE);
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PROVIDE(NDT_FENCELIKE);
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PROVIDE(NDT_RAILLIKE);
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PROVIDE(NDT_NODEBOX);
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PROVIDE(NDT_GLASSLIKE_FRAMED);
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PROVIDE(NDT_FIRELIKE);
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PROVIDE(NDT_GLASSLIKE_FRAMED_OPTIONAL);
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PROVIDE(NDT_PLANTLIKE_ROOTED);
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PROVIDE(TILE_MATERIAL_BASIC);
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PROVIDE(TILE_MATERIAL_BASIC);
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PROVIDE(TILE_MATERIAL_ALPHA);
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PROVIDE(TILE_MATERIAL_ALPHA);
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PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
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PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
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@@ -791,7 +791,7 @@ u32 IShaderSource::getShader(const std::string &name,
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{
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{
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ShaderConstants input_const;
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ShaderConstants input_const;
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input_const["MATERIAL_TYPE"] = (int)material_type;
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input_const["MATERIAL_TYPE"] = (int)material_type;
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input_const["DRAWTYPE"] = (int)drawtype;
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(void) drawtype; // unused
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video::E_MATERIAL_TYPE base_mat = video::EMT_SOLID;
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video::E_MATERIAL_TYPE base_mat = video::EMT_SOLID;
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switch (material_type) {
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switch (material_type) {
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