message: remove old deprecated code paths in SimpleAO renderer
diff: #include "render/Renderer.ih"
  #include "render/simpleAO/SimpleAOMaterial.ih"
  -#define NEW_CPR_HALTON 1
  -
  -struct SimpleAO {
  +struct SimpleAO
  +{
  uniform Renderer super;
  uniform int samplesPerFrame;
  uniform float aoRayLength;
  @@ -105,14 +104,7 @@ inline void shade_ao(uniform SimpleAO *uniform self,
  const uniform int accumID,
  const Ray &ray,
  const int32 pixel_x,
  - const int32 pixel_y
  -#if NEW_CPR_HALTON
  -#else
  - ,
  - const uniform float rot_x,
  - const uniform float rot_y
  -#endif
  - )
  + const int32 pixel_y)
  {
  if (noHit(ray)) {
  color = make_vec3f(self->super.bgColor);
  @@ -139,7 +131,6 @@ inline void shade_ao(uniform SimpleAO *uniform self,
  // should be done in material:
  superColor = superColor * make_vec3f(dg.color);
  -#if NEW_CPR_HALTON
  // init TEA RNG //
  uniform FrameBuffer *uniform fb = self->super.fb;
  RandomTEA rng_state;
  @@ -165,30 +156,6 @@ inline void shade_ao(uniform SimpleAO *uniform self,
  hits++;
  }
  -#else
  - // init TEA RNG //
  - uniform FrameBuffer *uniform fb = self->super.fb;
  - RandomTEA rng_state;
  - varying RandomTEA* const uniform rng = &rng_state;
  - RandomTEA__Constructor(rng, (fb->size.x * pixel_y) + pixel_x, accumID);
  -
  - int hits = 0;
  - vec3f biNormU,biNormV;
  - const vec3f N = dg.Ns;
  - getBinormals(biNormU,biNormV,N);
  -
  - for (uniform int i = 0; i < sampleCnt; i++) {
  - const vec3f ao_dir = getRandomDir(rng, biNormU, biNormV, N, rot_x,
  - rot_y,self->super.epsilon);
  -
  - Ray ao_ray;
  - setRay(ao_ray, dg.P + (1e-3f * N), ao_dir);
  - ao_ray.t0 = self->super.epsilon;
  - ao_ray.t = self->aoRayLength - self->super.epsilon;
  - if (dot(ao_ray.dir, N) < 0.05f || isOccluded(self->super.model,ao_ray))
  - hits++;
  - }
  -#endif
  float diffuse = absf(dot(N,ray.dir));
  color = superColor * make_vec3f(diffuse * (1.0f - hits/(float)sampleCnt));
  alpha = 1.f;
  @@ -205,12 +172,8 @@ void SimpleAO_renderSample(uniform Renderer *uniform _self,
  traceRay(self->super.model, sample.ray);
  sample.z = sample.ray.t;
  - const uniform int accumID = reduce_max(sample.sampleID.z) * self->samplesPerFrame;
  -#if NEW_CPR_HALTON
  -#else
  - const uniform float rot_x = 1.f - precomputedHalton2(accumID);
  - const uniform float rot_y = 1.f - precomputedHalton3(accumID);
  -#endif
  + const uniform int accumID =
  + reduce_max(sample.sampleID.z) * self->samplesPerFrame;
  shade_ao(self,
  sample.rgb,
  @@ -219,13 +182,7 @@ void SimpleAO_renderSample(uniform Renderer *uniform _self,
  accumID,
  sample.ray,
  sample.sampleID.x,
  - sample.sampleID.y
  -#if NEW_CPR_HALTON
  -#else
  - ,
  - rot_x,rot_y
  -#endif
  - );
  + sample.sampleID.y);
  }
  