fix: reduce shader usage
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@@ -33,7 +33,7 @@ bool BlobMaterialShader::updateUniformData(
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Q_UNUSED(oldMaterial);
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auto* mat = static_cast<BlobMaterial*>(newMaterial);
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QByteArray* buf = state.uniformData();
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Q_ASSERT(buf->size() >= 1472);
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Q_ASSERT(buf->size() >= 1488);
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if (state.isMatrixDirty()) {
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const QMatrix4x4 m = state.combinedMatrix();
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@@ -105,5 +105,8 @@ bool BlobMaterialShader::updateUniformData(
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memcpy(buf->data() + 1440, &mat->m_shadowRadius, 4);
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memcpy(buf->data() + 1456, mat->m_shadowColor, 16);
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// Outer edge corner radii, after shadowColor, at 1472.
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memcpy(buf->data() + 1472, mat->m_invertedOuterRadii, 16);
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return true;
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}
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