OpenGL: Remove unused duplicate of IsPassThroughTevStage
This copy was left behind when the shader generation code was moved to a separate file.
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				@ -28,18 +28,6 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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					MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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					MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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static bool IsPassThroughTevStage(const Pica::TexturingRegs::TevStageConfig& stage) {
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    using TevStageConfig = Pica::TexturingRegs::TevStageConfig;
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    return (stage.color_op == TevStageConfig::Operation::Replace &&
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            stage.alpha_op == TevStageConfig::Operation::Replace &&
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            stage.color_source1 == TevStageConfig::Source::Previous &&
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            stage.alpha_source1 == TevStageConfig::Source::Previous &&
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            stage.color_modifier1 == TevStageConfig::ColorModifier::SourceColor &&
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            stage.alpha_modifier1 == TevStageConfig::AlphaModifier::SourceAlpha &&
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            stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1);
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}
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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					RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    // Create sampler objects
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					    // Create sampler objects
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    for (size_t i = 0; i < texture_samplers.size(); ++i) {
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					    for (size_t i = 0; i < texture_samplers.size(); ++i) {
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