diff --git a/src/graphics/shaders.cpp b/src/graphics/shaders.cpp index 8a6643724..02d759383 100644 --- a/src/graphics/shaders.cpp +++ b/src/graphics/shaders.cpp @@ -2665,9 +2665,7 @@ namespace FullScreenShader GLuint MotionBlurShader::uniform_color_buffer; GLuint MotionBlurShader::uniform_dtex; GLuint MotionBlurShader::uniform_previous_viewproj; - GLuint MotionBlurShader::uniform_direction; GLuint MotionBlurShader::uniform_mask_radius; - GLuint MotionBlurShader::uniform_max_tex_height; GLuint MotionBlurShader::vao; void MotionBlurShader::init() @@ -2679,9 +2677,7 @@ namespace FullScreenShader uniform_boost_amount = glGetUniformLocation(Program, "boost_amount"); uniform_center = glGetUniformLocation(Program, "center"); uniform_color_buffer = glGetUniformLocation(Program, "color_buffer"); - uniform_direction = glGetUniformLocation(Program, "direction"); uniform_mask_radius = glGetUniformLocation(Program, "mask_radius"); - uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height"); uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_previous_viewproj = glGetUniformLocation(Program, "previous_viewproj"); vao = createFullScreenVAO(Program); @@ -2692,9 +2688,7 @@ namespace FullScreenShader glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer()); glUniform1f(uniform_boost_amount, boost_amount); glUniform2f(uniform_center, center.X, center.Y); - glUniform2f(uniform_direction, direction.X, direction.Y); glUniform1f(uniform_mask_radius, mask_radius); - glUniform1f(uniform_max_tex_height, max_tex_height); glUniform1i(uniform_color_buffer, TU_cb); glUniform1i(uniform_dtex, TU_dtex); }