Bink Register Frame Buffer8 Fixed Hot !free! -

vec4 frag() float index = texture(bink8BitData, uv).r * 255.0; return texture(paletteTex, vec2(index / 256.0, 0.0));

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// Correct: Using persistent memory or locking the surface first void* fixedBuffer = LockPermanentSurface(); BinkRegisterFrameBuffers(binkHandle, fixedBuffer, bufferSize); vec4 frag() float index = texture(bink8BitData, uv)