fix: avoid nested sampler function calls in Color Curves shader#13209
fix: avoid nested sampler function calls in Color Curves shader#13209
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📝 WalkthroughWalkthroughThis pull request refactors the color curve application logic in the 🚥 Pre-merge checks | ✅ 3✅ Passed checks (3 passed)
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Split nested applyCurve(u_curve0, applyCurve(u_curve1, x)) calls into separate statements using temporary variables. Some WebGL2 GLSL compilers have a bug where nested sampler function parameters cause the outer call to incorrectly use the inner call's sampler, resulting in the curve being applied twice instead of applying two different curves.