Ray-caster: drop unused depth-pair array

This doesn't affect GPU performance noticeably, so benchmarks before and
after the change should be comparable.
This commit is contained in:
Aaron Fenyes 2024-08-28 15:52:19 -07:00
parent 4afc82034b
commit 8fde202911

View File

@ -136,7 +136,6 @@ void main() {
// cast rays through the spheres // cast rays through the spheres
const int SPHERE_MAX_INTERNAL = 6; const int SPHERE_MAX_INTERNAL = 6;
vec2 depth_pairs [SPHERE_MAX_INTERNAL];
taggedFrag frags [2*SPHERE_MAX_INTERNAL]; taggedFrag frags [2*SPHERE_MAX_INTERNAL];
int layer_cnt = 0; int layer_cnt = 0;
for (int id = 0; id < sphere_cnt; ++id) { for (int id = 0; id < sphere_cnt; ++id) {