Clean some useless decl
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3d070995f3
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@ -491,9 +491,6 @@ void Shaders::loadShaders()
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m_shaders[ES_MIPVIZ] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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m_shaders[ES_COLORIZE] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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@ -502,9 +499,6 @@ void Shaders::loadShaders()
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m_shaders[ES_DISPLACE] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_DISPLACE], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_PASSFAR] = glsl(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_COLORIZE]);
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// Check that all successfully loaded
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for (s32 i = 0; i < ES_COUNT; i++) {
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@ -690,13 +690,11 @@ public:
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ACT(ES_GAUSSIAN3H) \
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ACT(ES_GAUSSIAN3V) \
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ACT(ES_MIPVIZ) \
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ACT(ES_COLORIZE) \
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ACT(ES_OBJECT_UNLIT) \
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ACT(ES_OBJECTPASS) \
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ACT(ES_OBJECTPASS_REF) \
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ACT(ES_OBJECTPASS_RIMLIT) \
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ACT(ES_DISPLACE) \
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ACT(ES_PASSFAR) \
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#define ENUM(a) a,
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#define STR(a) #a,
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