use inline.
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@@ -21,7 +21,7 @@ struct Input
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float2 uv_MainTex;
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};
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float2 uddInvertUV(float2 uv)
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inline float2 uddInvertUV(float2 uv)
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{
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#ifdef INVERT_X
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uv.x = 1.0 - uv.x;
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@@ -32,7 +32,7 @@ float2 uddInvertUV(float2 uv)
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return uv;
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}
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float2 uddRotateUV(float2 uv)
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inline float2 uddRotateUV(float2 uv)
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{
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#ifdef ROTATE90
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float2 tmp = uv;
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@@ -49,7 +49,7 @@ float2 uddRotateUV(float2 uv)
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return uv;
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}
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float2 uddClipUV(float2 uv)
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inline float2 uddClipUV(float2 uv)
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{
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uv.x = _ClipX + uv.x * _ClipWidth;
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uv.y = _ClipY + uv.y * _ClipHeight;
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