refactor(effects): drop the unused composite acrylic shader
The acrylic material carried a full composite shader — vertex and fragment source, compile and link helpers, the program handle and seven uniform locations — that nothing ever invoked. The acrylic is composited on the ImGui draw list, not through this program. - Remove the dead shader source, its compile/link helpers, the program and uniform fields, and the compile/link/cleanup steps in init and shutdown. No behaviour change; init no longer builds a program that is never bound. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -352,12 +352,6 @@ private:
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*/
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void applyBlur(float radius, bool ignoreMultiplier = false);
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/**
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* @brief Composite final acrylic appearance
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*/
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void compositeAcrylic(const ImVec2& pMin, const ImVec2& pMax,
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const AcrylicParams& params);
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/**
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* @brief Check if effect should be skipped (settings/quality)
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*/
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@@ -406,16 +400,6 @@ private:
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// Noise texture
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NoiseTexture noiseTexture_;
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// Composite shader (tint + noise overlay)
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GLuint compositeShader_ = 0;
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GLint uCompositeTintColor_ = -1;
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GLint uCompositeTintOpacity_ = -1;
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GLint uCompositeLuminosity_ = -1;
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GLint uCompositeNoiseOpacity_ = -1;
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GLint uCompositeBlurTex_ = -1;
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GLint uCompositeNoiseTex_ = -1;
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GLint uCompositeTexScale_ = -1;
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#ifdef DRAGONX_USE_DX11
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// ---- DX11 acrylic resources (used instead of GL objects above) ----
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ID3D11Device* dx_device_ = nullptr;
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