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	Make byteround less expensive (thanks hrydgard!)
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					 1 changed files with 4 additions and 4 deletions
				
			
		|  | @ -1101,19 +1101,19 @@ float LookupLightingLUTSigned(int lut_index, float pos) { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| float byteround(float x) { | float byteround(float x) { | ||||||
|     return round(x * 255.0) / 255.0; |     return round(x * 255.0) * (1.0 / 255.0); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| vec2 byteround(vec2 x) { | vec2 byteround(vec2 x) { | ||||||
|     return round(x * 255.0) / 255.0; |     return round(x * 255.0) * (1.0 / 255.0); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| vec3 byteround(vec3 x) { | vec3 byteround(vec3 x) { | ||||||
|     return round(x * 255.0) / 255.0; |     return round(x * 255.0) * (1.0 / 255.0); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| vec4 byteround(vec4 x) { | vec4 byteround(vec4 x) { | ||||||
|     return round(x * 255.0) / 255.0; |     return round(x * 255.0) * (1.0 / 255.0); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| )"; | )"; | ||||||
|  |  | ||||||
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