diff --git a/include/mbgl/shaders/gl/drawable_hillshade.hpp b/include/mbgl/shaders/gl/drawable_hillshade.hpp index 100ddc6e7..3d706de1a 100644 --- a/include/mbgl/shaders/gl/drawable_hillshade.hpp +++ b/include/mbgl/shaders/gl/drawable_hillshade.hpp @@ -15,10 +15,6 @@ layout (std140) uniform HillshadeDrawableUBO { highp mat4 u_matrix; highp vec2 u_latrange; highp vec2 u_light; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; out vec2 v_pos; @@ -35,10 +31,6 @@ layout (std140) uniform HillshadeDrawableUBO { highp mat4 u_matrix; highp vec2 u_latrange; highp vec2 u_light; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; layout (std140) uniform HillshadeEvaluatedPropsUBO { diff --git a/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp b/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp index bec7a55ba..76335aed3 100644 --- a/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp +++ b/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp @@ -17,10 +17,6 @@ layout (std140) uniform HillshadePrepareDrawableUBO { highp vec2 u_dimension; highp float u_zoom; highp float u_maxzoom; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; out vec2 v_pos; @@ -46,10 +42,6 @@ layout (std140) uniform HillshadePrepareDrawableUBO { highp vec2 u_dimension; highp float u_zoom; highp float u_maxzoom; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; float getElevation(vec2 coord, float bias) { diff --git a/shaders/drawable.hillshade.fragment.glsl b/shaders/drawable.hillshade.fragment.glsl index 3e043b22f..ca3df9255 100644 --- a/shaders/drawable.hillshade.fragment.glsl +++ b/shaders/drawable.hillshade.fragment.glsl @@ -5,10 +5,6 @@ layout (std140) uniform HillshadeDrawableUBO { highp mat4 u_matrix; highp vec2 u_latrange; highp vec2 u_light; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; layout (std140) uniform HillshadeEvaluatedPropsUBO { diff --git a/shaders/drawable.hillshade.vertex.glsl b/shaders/drawable.hillshade.vertex.glsl index 68df07fec..20fadb2f0 100644 --- a/shaders/drawable.hillshade.vertex.glsl +++ b/shaders/drawable.hillshade.vertex.glsl @@ -5,10 +5,6 @@ layout (std140) uniform HillshadeDrawableUBO { highp mat4 u_matrix; highp vec2 u_latrange; highp vec2 u_light; - lowp float pad0_; - lowp float pad1_; - lowp float pad2_; - lowp float pad3_; }; out vec2 v_pos;