Fix signedness mess-ups in shaders
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@@ -161,7 +161,7 @@ bool error_unimpl = false;
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vec4 unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
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float lutLookup(uint lut, int index) {
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return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
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return texelFetch(u_tex_lighting_lut, ivec2(index, int(lut)), 0).r;
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}
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vec3 regToColor(uint reg) {
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