7b54fce723c3033b15d53a1fda1519e674183bbd
This ports the LUT using compute shader. All LUT are computed by the same compute shader to avoid boiler plate code to add new LUTs. As for the generation code itself it is mostly the same except for the use of `hammersley_2d` instead of regular grid sampling. Regular grid did not improve anything and was a bit more cumbersome. This also bumps the number of samples very high for more precision. The new utility class for computing the LUT has methods to write the content to a PFM image file or as C++ array header.
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