Make byteround less expensive (thanks hrydgard!)
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@ -1101,19 +1101,19 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
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}
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float byteround(float x) {
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return round(x * 255.0) / 255.0;
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec2 byteround(vec2 x) {
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return round(x * 255.0) / 255.0;
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec3 byteround(vec3 x) {
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return round(x * 255.0) / 255.0;
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return round(x * 255.0) * (1.0 / 255.0);
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}
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vec4 byteround(vec4 x) {
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return round(x * 255.0) / 255.0;
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return round(x * 255.0) * (1.0 / 255.0);
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}
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)";
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