On Thursday, May 29, 2014 02:37:34 PM Ian Romanick wrote:
> From: Ian Romanick
>
> After compilation (and before linking) we can eliminate quite a few
> built-in variables. Basically, any uniform or constant (e.g.,
> gl_MaxVertexTextureImageUnits) that isn't used (with one exception) can
> be el
From: Ian Romanick
After compilation (and before linking) we can eliminate quite a few
built-in variables. Basically, any uniform or constant (e.g.,
gl_MaxVertexTextureImageUnits) that isn't used (with one exception) can
be eliminated. System values, vertex shader inputs (with one
exception), a