Remove the rest of ShaderDebugging.

Without UID checking, it's basically a no-op that disables shader cache
and stores the shader source code (without ever reading it back).
This commit is contained in:
Scott Mansell
2016-02-28 10:01:25 +13:00
parent ebe5fd0b36
commit 2f134c5c36
11 changed files with 2 additions and 91 deletions

View File

@ -85,7 +85,6 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
"\tint4 " I_TEXOFFSET ";\n"
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
"");