Fix code style
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@@ -234,8 +234,7 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Programmatically set the line number after all the material inputs which have a variable number of line endings
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// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates LOD value (with fractional part for blending)
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@@ -595,7 +594,6 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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#define COPY(thing) output.thing = input[0].thing
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INTERPOLATE(Position);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Precompute squares and squares * 3
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float UU = U * U;
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float VV = V * V;
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float WW = W * W;
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