Smoke: Don't use min
as an uniform name
This is an attempt to fix report T47991.
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@ -331,7 +331,7 @@ void draw_smoke_volume(SmokeDomainSettings *sds, Object *ob,
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int densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
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int densityscale_location = GPU_shader_get_uniform(shader, "density_scale");
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int invsize_location = GPU_shader_get_uniform(shader, "invsize");
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int invsize_location = GPU_shader_get_uniform(shader, "invsize");
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int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
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int ob_sizei_location = GPU_shader_get_uniform(shader, "ob_sizei");
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int min_location = GPU_shader_get_uniform(shader, "min");
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int min_location = GPU_shader_get_uniform(shader, "min_location");
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GPU_shader_bind(shader);
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GPU_shader_bind(shader);
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@ -1,12 +1,12 @@
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varying vec3 coords;
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varying vec3 coords;
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uniform vec3 min;
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uniform vec3 min_location;
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uniform vec3 invsize;
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uniform vec3 invsize;
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uniform vec3 ob_sizei;
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uniform vec3 ob_sizei;
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void main()
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void main()
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{
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
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coords = (gl_Vertex.xyz - min) * invsize;
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coords = (gl_Vertex.xyz - min_location) * invsize;
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}
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}
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