Update "inline" qualifiers in a few examples.
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@@ -129,8 +129,8 @@ static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
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}
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static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
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uniform float density[], uniform int nVoxels[3]) {
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static float Density(float3 Pobj, float3 pMin, float3 pMax,
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uniform float density[], uniform int nVoxels[3]) {
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if (!Inside(Pobj, pMin, pMax))
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return 0;
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// Compute voxel coordinates and offsets for _Pobj_
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