Remove incorrect commented-out shader code
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@ -231,7 +231,6 @@ vec4 clipLineToPixelRow(vec2 p0, vec2 dP, float pixelCenterY, out float outPixel
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outPixelTop = pixelRowBounds.y;
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outPixelTop = pixelRowBounds.y;
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vec2 qY = pixelRowBounds - p0.yy;
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vec2 qY = pixelRowBounds - p0.yy;
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vec2 tY = clamp((slopeIsNegative(dP) ? qY.yx : qY.xy) / dP.yy, 0.0, 1.0);
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vec2 tY = clamp((slopeIsNegative(dP) ? qY.yx : qY.xy) / dP.yy, 0.0, 1.0);
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//vec2 tY = clamp(vec2(min(qY.x, qY.y), max(qY.x, qY.y)) / dP.yy, 0.0, 1.0);
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return vec4(p0 + dP * tY.x, dP * (tY.y - tY.x));
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return vec4(p0 + dP * tY.x, dP * (tY.y - tY.x));
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}
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}
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