Ray-caster: drop unused depth-pair array
This doesn't affect GPU performance noticeably, so benchmarks before and after the change should be comparable.
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@ -136,7 +136,6 @@ void main() {
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// cast rays through the spheres
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// cast rays through the spheres
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const int SPHERE_MAX_INTERNAL = 6;
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const int SPHERE_MAX_INTERNAL = 6;
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vec2 depth_pairs [SPHERE_MAX_INTERNAL];
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taggedFrag frags [2*SPHERE_MAX_INTERNAL];
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taggedFrag frags [2*SPHERE_MAX_INTERNAL];
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int layer_cnt = 0;
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int layer_cnt = 0;
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for (int id = 0; id < sphere_cnt; ++id) {
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for (int id = 0; id < sphere_cnt; ++id) {
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