progs/glsl: Remove inline keyword.
Fixes MSVC build.
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@@ -221,14 +221,14 @@ static const char* fsSource =
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" gl_FragColor = trace1(r); \n"
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"}\n";
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static inline
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static
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float
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deg2rad(const float degree)
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{
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return( degree * 0.017453292519943295769236907684886F);
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}
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static inline void
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static void
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rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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{
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const float rad1 = deg2rad(degreesAroundX);
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@@ -242,7 +242,7 @@ rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
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}
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static inline void
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static void
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identity(float* mat3)
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{
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mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
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@@ -212,14 +212,14 @@ static const char* vsSource =
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"}\n";
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static inline
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static
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float
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deg2rad(const float degree)
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{
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return( degree * 0.017453292519943295769236907684886F);
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}
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static inline void
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static void
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rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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{
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const float rad1 = deg2rad(degreesAroundX);
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@@ -233,7 +233,7 @@ rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
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}
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static inline void
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static void
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identity(float* mat3)
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{
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mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
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