fd2bc9d01164e0430903c2f907c8b8dd191d8dab
Currently, when color-picking from the viewport, the code will read the final displayed pixel color and then somewhat attempt to undo the display transform. However, this has several limitations - for example, precision is limited to 8 bit, and it does not account for e.g. View Transform or exposure/gamma. Since we have the pre-display-transform color in a GPU texture anyways, this code therefore adds a View3D-specific eyedropper handler (similar to e.g. the image space) that reads from the viewport texture. Pull Request: https://projects.blender.org/blender/blender/pulls/123408
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