commit ad33f88365644ffff02c046cc9c762d550c8ca9a
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Wed Mar 1 17:48:50 2017 +0000

    Minor

diff --git a/src/main/res/raw/main_fragment_shader.glsl b/src/main/res/raw/main_fragment_shader.glsl
index 2e1e140..6bea931 100644
--- a/src/main/res/raw/main_fragment_shader.glsl
+++ b/src/main/res/raw/main_fragment_shader.glsl
@@ -25,14 +25,15 @@ varying vec3 v_Position;                // Interpolated position for this fragme
 varying vec3 v_Normal;                  // Interpolated normal for this fragment.
 varying vec2 v_TexCoordinate;           // Interpolated texture coordinate per fragment.
 
-uniform int fNumEffects;                // total number of fragment effects
-
 #if NUM_FRAGMENT>0
+uniform int fNumEffects;                // total number of fragment effects
 uniform int fType[NUM_FRAGMENT];        // their types.
 uniform vec4 fUniforms[2*NUM_FRAGMENT]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1]. First vec4 is the Interpolated values,
                                         // next describes the Region, i.e. area over which the effect is active.
 
+#if defined(SATURATION) || defined(SMOOTH_SATURATION)
 const vec3 LUMI = vec3( 0.2125, 0.7154, 0.0721 );                                        
+#endif
 
 //////////////////////////////////////////////////////////////////////////////////////////////
 // CHROMA EFFECT
diff --git a/src/main/res/raw/main_vertex_shader.glsl b/src/main/res/raw/main_vertex_shader.glsl
index e66f792..0001ede 100644
--- a/src/main/res/raw/main_vertex_shader.glsl
+++ b/src/main/res/raw/main_vertex_shader.glsl
@@ -38,9 +38,8 @@ varying vec3 v_Position;             //
 varying vec3 v_Normal;               //
 varying vec2 v_TexCoordinate;        //
 
-uniform int vNumEffects;             // total number of vertex effects
-
 #if NUM_VERTEX>0
+uniform int vNumEffects;             // total number of vertex effects
 uniform int vType[NUM_VERTEX];       // their types.
 uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
                                      // The first vec4 is the Interpolated values,
diff --git a/src/main/res/raw/test_vertex_shader.glsl b/src/main/res/raw/test_vertex_shader.glsl
index ca4a98c..7cc4d88 100644
--- a/src/main/res/raw/test_vertex_shader.glsl
+++ b/src/main/res/raw/test_vertex_shader.glsl
@@ -22,7 +22,6 @@ precision lowp float;
 uniform vec2 u_objD;             // object width X object height.
                                  // point (0,0) is the center of the object
 uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
-
 attribute vec2 a_Position;       // Per-vertex position information we will pass in.
 
 //////////////////////////////////////////////////////////////////////////////////////////////
