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>
This commit is contained in:
2026-10-13 13:30:20 -05:00
co-authored by Claude Opus 4.8
parent 75e0c5048e
commit fdd95aa457
2 changed files with 0 additions and 170 deletions
-16
View File
@@ -352,12 +352,6 @@ private:
*/
void applyBlur(float radius, bool ignoreMultiplier = false);
/**
* @brief Composite final acrylic appearance
*/
void compositeAcrylic(const ImVec2& pMin, const ImVec2& pMax,
const AcrylicParams& params);
/**
* @brief Check if effect should be skipped (settings/quality)
*/
@@ -406,16 +400,6 @@ private:
// Noise texture
NoiseTexture noiseTexture_;
// Composite shader (tint + noise overlay)
GLuint compositeShader_ = 0;
GLint uCompositeTintColor_ = -1;
GLint uCompositeTintOpacity_ = -1;
GLint uCompositeLuminosity_ = -1;
GLint uCompositeNoiseOpacity_ = -1;
GLint uCompositeBlurTex_ = -1;
GLint uCompositeNoiseTex_ = -1;
GLint uCompositeTexScale_ = -1;
#ifdef DRAGONX_USE_DX11
// ---- DX11 acrylic resources (used instead of GL objects above) ----
ID3D11Device* dx_device_ = nullptr;