From affad6c43f007c932f20f8eab144aba30d0b3e25 Mon Sep 17 00:00:00 2001
From: Thorsten Renk <thorsten@science-and-fiction.org>
Date: Sat, 16 Sep 2017 09:47:14 +0300
Subject: [PATCH] Remove unused g_num_layers from grass shaders

---
 Shaders/grass-ALS.frag | 1 -
 Shaders/grass-ALS.geom | 3 +--
 2 files changed, 1 insertion(+), 3 deletions(-)

diff --git a/Shaders/grass-ALS.frag b/Shaders/grass-ALS.frag
index 2fcf2d9b8..119492d4a 100755
--- a/Shaders/grass-ALS.frag
+++ b/Shaders/grass-ALS.frag
@@ -32,7 +32,6 @@ uniform float osg_SimulationTime;
 varying in vec2 g_rawpos;                  // Horizontal position in model space
 varying in float g_distance_to_eye;        // Distance to the camera. Layers were disregarded
 flat in float g_layer;				       // The layer where the fragment lives (0-1 range)
-flat in int g_num_layers;
 
 float rand2D(in vec2 co);
 float Noise2D(in vec2 co, in float wavelength);
diff --git a/Shaders/grass-ALS.geom b/Shaders/grass-ALS.geom
index 236e0cef9..cebde3705 100755
--- a/Shaders/grass-ALS.geom
+++ b/Shaders/grass-ALS.geom
@@ -13,7 +13,7 @@ varying in vec3 v_normal[3];
 varying out vec2 g_rawpos;
 varying out float g_distance_to_eye;
 flat varying out float g_layer;
-flat varying out int g_num_layers;
+
 
 
 float min3(in float a, in float b, in float c)
@@ -34,7 +34,6 @@ void main()
     //float avgDistance = (distances[0]+distances[1]+distances[2])*0.33;
 
     int numLayers = MIN_LAYERS + int(smoothstep(500.0, 50.0, minDistance) * float(MAX_MINUS_MIN_LAYERS));
-    g_num_layers = numLayers;
 
     float deltaLayer = 1.0 / float(numLayers);
     float currDeltaLayer = deltaLayer * 0.5;