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	shader_cache: Make use of std::erase_if
Now that we use C++20, we can also make use of std::erase_if instead of needing to do the erase-remove idiom.
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		@@ -209,11 +209,11 @@ private:
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        }
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					        }
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        // Remove them from the cache
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					        // Remove them from the cache
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        const auto is_removed = [&removed_shaders](std::unique_ptr<T>& shader) {
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					        const auto is_removed = [&removed_shaders](const std::unique_ptr<T>& shader) {
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            return std::find(removed_shaders.begin(), removed_shaders.end(), shader.get()) !=
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					            return std::find(removed_shaders.begin(), removed_shaders.end(), shader.get()) !=
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                   removed_shaders.end();
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					                   removed_shaders.end();
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        };
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					        };
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        storage.erase(std::remove_if(storage.begin(), storage.end(), is_removed), storage.end());
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					        std::erase_if(storage, is_removed);
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    }
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					    }
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    /// @brief Creates a new entry in the lookup cache and returns its pointer
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					    /// @brief Creates a new entry in the lookup cache and returns its pointer
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