Reviewed-by: Paul Berry <stereotype441@gmail.com>
if (state->target == geometry_shader) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
- ir_variable *var = add_variable("gl_in", array(per_vertex_in_type, 0),
- ir_var_shader_in, -1);
+ add_variable("gl_in", array(per_vertex_in_type, 0),
+ ir_var_shader_in, -1);
}
if (state->target == vertex_shader || state->target == geometry_shader) {
const glsl_type *per_vertex_out_type =