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[MAPS3D-2086] remove ununsed varying (internal-8346)
GitOrigin-RevId: 81174e7fcdd9cfdb81fbfe165af3127e02c4d514
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-4
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3d-style/shaders/building.fragment.glsl

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@@ -26,7 +26,6 @@ uniform float u_faux_facade_ao_intensity;
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#ifdef RENDER_SHADOWS
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in highp vec4 v_pos_light_view_0;
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in highp vec4 v_pos_light_view_1;
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in float v_depth_shadows;
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#endif
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#ifdef FLOOD_LIGHT
@@ -208,7 +207,6 @@ void main() {
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#else // RENDER_CUTOFF
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shadowed_lighting_factor = shadowed_light_factor_normal(xy_flipped_normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);
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#endif // RENDER_CUTOFF
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// shadowed_lighting_factor = shadowed_light_factor_normal(xy_flipped_normal, v_pos_light_view_0, v_pos_light_view_1, v_depth_shadows);
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#else
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shadowed_lighting_factor = dot(xy_flipped_normal, u_lighting_directional_dir);
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#endif

3d-style/shaders/building.vertex.glsl

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@@ -35,7 +35,6 @@ uniform mat4 u_light_matrix_0;
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uniform mat4 u_light_matrix_1;
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out highp vec4 v_pos_light_view_0;
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out highp vec4 v_pos_light_view_1;
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out float v_depth_shadows;
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#endif
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#ifdef FLOOD_LIGHT
@@ -122,7 +121,6 @@ void main() {
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#endif
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v_pos_light_view_0 = u_light_matrix_0 * vec4(shadow_pos, 1.0);
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v_pos_light_view_1 = u_light_matrix_1 * vec4(shadow_pos, 1.0);
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v_depth_shadows = gl_Position.w;
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#endif
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#ifdef FOG

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