commit ca4521e30e3229edbc0bc2848a36e343b454218d
Author: Leszek Koltunski <leszek@koltunski.pl>
Date:   Thu Jul 5 23:33:22 2018 +0100

    Simplify Main OIT shader.

diff --git a/src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java b/src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
index a76b0d9..54dc31f 100644
--- a/src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
+++ b/src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
@@ -32,7 +32,7 @@ import org.distorted.library.type.Data4D;
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 /**
- * Add a (colored) glow about each object in the Framebuffer.
+ * Add a (colored) glow around an object.
  */
 public class PostprocessEffectGlow extends PostprocessEffect
   {
diff --git a/src/main/res/raw/main_fragment_shader.glsl b/src/main/res/raw/main_fragment_shader.glsl
index 7715a29..91c480c 100644
--- a/src/main/res/raw/main_fragment_shader.glsl
+++ b/src/main/res/raw/main_fragment_shader.glsl
@@ -32,7 +32,6 @@ uniform sampler2D u_Texture;            // The input texture.
 //////////////////////////////////////////////////////////////////////////////////////////////
 // per-pixel linked list. Order Independent Transparency.
 
-in vec2 v_Pixel;                        // location of the current fragment, in pixels
 uniform uvec2 u_Size;
 uniform uint u_numRecords;
 
diff --git a/src/main/res/raw/main_vertex_shader.glsl b/src/main/res/raw/main_vertex_shader.glsl
index 1c16d47..3b6b69d 100644
--- a/src/main/res/raw/main_vertex_shader.glsl
+++ b/src/main/res/raw/main_vertex_shader.glsl
@@ -28,11 +28,6 @@ out vec3 v_endPosition;              // for Transform Feedback only
 out vec3 v_Normal;                   //
 out vec2 v_TexCoordinate;            //
 
-#ifdef OIT
-out vec2 v_Pixel;                    // 2D pixel coords in window space
-uniform uvec2 u_Size;                // size of the output surface, in pixels.
-#endif
-
 uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
                                      // point (0,0,0) is the center of the object
 
@@ -161,11 +156,6 @@ void main()
 #endif
    
   v_Position      = v;
-
-#ifdef OIT
-  v_Pixel         = (a_Position.xy + 0.5) * vec2(u_Size);
-#endif
-
   v_endPosition   = v + (0.3*u_objD.x)*n;
   v_TexCoordinate = a_TexCoordinate;
   v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));
