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In addition to removing duplicate shaders from each application, shaders
that were the same across applications were removed. All of the shaders
from the Wavelet Contour test were the same as the shaders from the Many
Spheres test.
I also removed trivial shaders. Each test had several shaders where the
vertex shader was just 'gl_Position = mvp * gl_Vertex' and a fragment
shader that copied inputs to outputs (possibly with a conditional
discard). These kinds of shaders are already well represented in
shader-db, IMHO.
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