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Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
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@ -85,7 +85,6 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
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"\tint4 " I_TEXOFFSET ";\n"
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"};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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"");
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