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Add the necessary logic to use in-shader CLUT lookups for regular textures
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@@ -944,7 +944,7 @@ Draw2DPipeline *FramebufferManagerCommon::GetReinterpretPipeline(GEBufferFormat
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Draw2DPipeline *pipeline = reinterpretFromTo_[(int)from][(int)to];
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if (!pipeline) {
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pipeline = draw2D_.Create2DPipeline([=](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
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pipeline = draw2D_.Create2DPipeline([from, to](ShaderWriter &shaderWriter) -> Draw2DPipelineInfo {
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return GenerateReinterpretFragmentShader(shaderWriter, from, to);
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});
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reinterpretFromTo_[(int)from][(int)to] = pipeline;
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