Remove unused linear_to_srgb function from several shaders.
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@@ -102,26 +102,6 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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@@ -103,25 +103,6 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec4 correctWithGamma(vec4 col)
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{
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return vec4(srgb_to_linear(col.rgb), col.a);
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@@ -85,25 +85,6 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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@@ -87,25 +87,6 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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@@ -104,25 +104,6 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec4 correctWithGamma(vec4 col)
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{
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return vec4(srgb_to_linear(col.rgb), col.a);
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