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Go back to using uniforms for the gamma LUT
Apparently older macOS M1 GPU drivers' performance falls off a cliff when using const float arrays instead. Fixes #6479
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@@ -1,8 +1,8 @@
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#pragma kitty_include_shader <srgb_gamma.glsl>
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uniform uvec2 viewport;
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uniform uint colors[9];
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uniform float background_opacity;
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uniform float tint_opacity, tint_premult;
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uniform float gamma_lut[256];
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in vec4 rect; // left, top, right, bottom
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in uint rect_color;
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out vec4 color;
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