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-rw-r--r--src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs
index b6ffdb7a..5521fa5c 100644
--- a/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs
+++ b/src/Ryujinx.Graphics.Shader/CodeGen/Spirv/Instructions.cs
@@ -1442,14 +1442,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
}
- // This combination is valid, but not available on GLSL.
- // For now, ignore the LOD level and do a normal sample.
- // TODO: How to implement it properly?
- if (hasLodLevel && isArray && isShadow)
- {
- hasLodLevel = false;
- }
-
int srcIndex = isBindless ? 1 : 0;
SpvInstruction Src(AggregateType type)