opengl: simplify generated GLSL code
Now that TexCoordsMap
is the same for all planes, initializing the pixel
vec4 in several steps is not necessary anymore.
Concretely, replace:
vec4 texel;
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
texel = texture2D(Textures[0], tex_coords);
pixel[0] = texel.r;
texel = texture2D(Textures[1], tex_coords);
pixel[1] = texel.r;
texel = texture2D(Textures[2], tex_coords);
pixel[2] = texel.r;
by:
vec4 pixel = vec4(
texture2D(Textures[0], tex_coords).r,
texture2D(Textures[1], tex_coords).r,
texture2D(Textures[2], tex_coords).r,
1.0);
This is a minor change.