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Client: Implement color banding for diffuse texture images
Colors being limited to 16 bits per pixel means that all textures need to be posterized, not just the lightmaps. The resulting color banding softens certain highlights, e.g. on xmas_fild01 - removing it causes some spots to look "off" as they're way too bright. This code isn't optimized at all since the posterization step doesn't seem to take significant time anyway. Can move it into the runtime's image processing API if that ever becomes necessary. For now, there's no use in doing this, at least for GND textures.
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