Cleanup some old unused shader code
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@@ -196,25 +196,6 @@ struct Quad_GS2PS
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uint LayerIndex : SV_RenderTargetArrayIndex;
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};
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float VisualizeTextureGrid(float2 texCoord, float2 textureSize, float gridSize)
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{
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if (gridSize > 0)
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{
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float2 t = frac(texCoord * textureSize);
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return (t.x < gridSize || t.x > 1 - gridSize) || (t.y < gridSize || t.y > 1 - gridSize);
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}
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else
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{
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int2 t = int2(texCoord * textureSize);
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return (t.x % 2 == 0 && t.y % 2 == 0) || (t.x % 2 == 1 && t.y % 2 == 1);
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}
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}
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float BiasedNDotL(float NoL)
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{
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return saturate(NoL * 1.08f - 0.08f);
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}
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float Luminance(float3 color)
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{
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return dot(color, float3(0.299f, 0.587f, 0.114f));
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