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shader: delete unused code
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@ -289,10 +289,6 @@ void main() {
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for (uint i = 0; i < N_ROWS; i++) {
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for (uint i = 0; i < N_ROWS; i++) {
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State st = combine_state(row, th_state[i]);
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State st = combine_state(row, th_state[i]);
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// We write the state now for development purposes, but the
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// actual goal is to write transformed and annotated elements.
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//State_write(StateRef((ix + i) * State_size), st);
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// Here we read again from the original scene. There may be
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// Here we read again from the original scene. There may be
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// gains to be had from stashing in shared memory or possibly
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// gains to be had from stashing in shared memory or possibly
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// registers (though register pressure is an issue).
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// registers (though register pressure is an issue).
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