Correct usage of old code with slight LUT miscalculation #440
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When writing an article about the usage of LUTs in video games, I stumbled upon this QA article. Shown is a piece of code on how to emulate 3D Texture reads in WebGL 1.0, when no such function is present.
The code shown was outdated however, with a miscalculation on how the texture coordinates are accessed, leading to colors being blue-shifted. This was corrected by the original author of the code sample, @greggman in 2019, but the webglfundamentals article picked up the older version.
This PR corrects the code by replacing it with the newer version, which works flawlessly.