mirror of https://github.com/PCSX2/pcsx2.git
glsl: drop invariant qualifier
Fix issue #510 and potentially it allows the compiler to better optimize the code
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@ -28,7 +28,7 @@ out SHADER
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#define VSout_fc (VSout.fc)
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#define VSout_fc (VSout.fc)
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out gl_PerVertex {
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out gl_PerVertex {
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invariant vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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float gl_PointSize;
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#if !pGL_ES
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#if !pGL_ES
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float gl_ClipDistance[];
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float gl_ClipDistance[];
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@ -157,7 +157,7 @@ void vs_main()
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#endif
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#endif
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in gl_PerVertex {
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in gl_PerVertex {
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invariant vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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float gl_PointSize;
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#if !pGL_ES
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#if !pGL_ES
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float gl_ClipDistance[];
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float gl_ClipDistance[];
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@ -479,7 +479,7 @@ static const char* tfx_vgs_glsl =
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"#define VSout_fc (VSout.fc)\n"
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"#define VSout_fc (VSout.fc)\n"
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"\n"
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"\n"
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"out gl_PerVertex {\n"
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"out gl_PerVertex {\n"
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" invariant vec4 gl_Position;\n"
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" vec4 gl_Position;\n"
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" float gl_PointSize;\n"
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" float gl_PointSize;\n"
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"#if !pGL_ES\n"
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"#if !pGL_ES\n"
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" float gl_ClipDistance[];\n"
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" float gl_ClipDistance[];\n"
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@ -608,7 +608,7 @@ static const char* tfx_vgs_glsl =
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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"in gl_PerVertex {\n"
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"in gl_PerVertex {\n"
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" invariant vec4 gl_Position;\n"
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" vec4 gl_Position;\n"
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" float gl_PointSize;\n"
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" float gl_PointSize;\n"
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"#if !pGL_ES\n"
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"#if !pGL_ES\n"
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" float gl_ClipDistance[];\n"
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" float gl_ClipDistance[];\n"
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