hsl_to_rgb: remove unnecessary check for rgb 0
The client internally uses rgb 0 for alpha pixels, and so will use rgb 1 for things which are actually black. We don't do this.
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@@ -91,10 +91,5 @@ vec3 hslToRgb(int hsl) {
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pow(var17, brightness)
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);
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// I don't think we actually need this
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if (rgb == vec3(0, 0, 0)) {
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rgb = vec3(0, 0, 1/255.f);
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}
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return rgb;
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}
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