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Perf: Replace CPU texture pre-processing with shader logic
This reduces the loading times, at the cost of having to perform more checks on the GPU. I highly doubt GPU usage will be an issue however, whereas loading times are very painful in general. The drawback here is that if a single texture was to be reused many times, it would incur a runtime cost for each instance, whereas pre-processing has a startup cost shared between all instances. But I doubt it's relevant here, and there's no mechanism to reuse resources currently, anyway.
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