remove unneeded TODO lines
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@@ -157,14 +157,7 @@ void main()
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float fadeDistance = uFadeDistanceInBlocks;
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if (distanceFromCamera < fadeDistance)
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{
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// TODO vulkan
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// #ifdef GL_ARB_derivative_control
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// // Get higher precision derivatives when available
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// vec3 viewNormal = cross(dFdxFine(viewPos.xyz), dFdyFine(viewPos.xyz));
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// #else
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vec3 viewNormal = cross(dFdx(viewPos.xyz), dFdy(viewPos.xyz));
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// #endif
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viewNormal = normalize(viewNormal);
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occlusion = GetSpiralOcclusion(TexCoord, viewPos, viewNormal);
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