Cleanup: Remove unused uniform and UBO.
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@@ -641,7 +641,6 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct GPUBatc
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DRWShadingGroup *grp = DRW_shgroup_instance_create(
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g_shaders.shape_solid,
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pass, geom, g_formats.instance_bone);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
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return grp;
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@@ -397,15 +397,13 @@ static void OBJECT_engine_init(void *vedata)
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e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
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/* Empty images */
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e_data.object_empty_image_sh = DRW_shader_create_with_lib(
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e_data.object_empty_image_sh = DRW_shader_create(
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datatoc_object_empty_image_vert_glsl, NULL,
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datatoc_object_empty_image_frag_glsl,
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datatoc_common_globals_lib_glsl, NULL);
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datatoc_object_empty_image_frag_glsl, NULL);
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e_data.object_empty_image_wire_sh = DRW_shader_create_with_lib(
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e_data.object_empty_image_wire_sh = DRW_shader_create(
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datatoc_object_empty_image_vert_glsl, NULL,
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datatoc_object_empty_image_frag_glsl,
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datatoc_common_globals_lib_glsl,
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"#define USE_WIRE\n");
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/* Grid */
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@@ -5,7 +5,6 @@ uniform mat4 ViewProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec2 viewportSize;
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/* ---- Instanciated Attribs ---- */
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in vec3 pos;
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