For example, my vertex shader:
...
attribute vec2 uTexCoord;
uniform float a, b, c;
out vec2 texCoord;
...
void main() {
...
texCoord = uTexCoord * a * b * c;
...
}
And my fragment shader:
...
in vec2 texCoord;
uniform vec4 color;
layout(location = 0) out vec4 fragColor;
...
void main() {
...
fragColor = color;
}
Which variables will be considered unnecessary and will be deleted?
Or better to use #ifdef
to exclude such code portions?