Fix color grading issue with LUT texture used
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@@ -243,7 +243,7 @@ float4 CombineLUTs(float2 uv, uint layerIndex)
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// Apply LDR LUT color grading
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{
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float3 uvw = color * (15.0 / 16.0) + (0.5f / 16.0);
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float3 uvw = saturate(color) * (15.0 / 16.0) + (0.5f / 16.0);
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float3 lutColor = SampleUnwrappedTexture3D(LutTexture, SamplerLinearClamp, uvw, 16).rgb;
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color = lerp(color, lutColor, LutWeight);
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}
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