Switch to GL_TEXTURE_2D for lighting LUT
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@@ -27,7 +27,7 @@ uniform bool u_depthmapEnable;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform sampler2D u_tex2;
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uniform sampler1DArray u_tex_lighting_lut;
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uniform sampler2D u_tex_lighting_lut;
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uniform uint u_picaRegs[0x200 - 0x48];
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@@ -145,9 +145,9 @@ vec4 tevCalculateCombiner(int tev_id) {
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#define RR_LUT 6u
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float lutLookup(uint lut, uint light, float value) {
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if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1;
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if (lut == SP_LUT) lut = light + 8;
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return texture(u_tex_lighting_lut, vec2(value, lut)).r;
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if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1u;
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if (lut == SP_LUT) lut = light + 8u;
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return texelFetch(u_tex_lighting_lut, ivec2(int(value * 256.0), lut), 0).r;
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}
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vec3 regToColor(uint reg) {
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