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With MSAA, a framebuffer textured as CLUT indices was read resolved, so the indices along edges were averages of the samples and looked up wrong colors. Dragon Ball Z: Tenkaichi Tag Team draws its outlines from a CLUT32 lookup of its framebuffer, and they came out noisy and miscolored. Copy each pixel's first sample with texelFetch into a temporary buffer and look up that. This needs the multisampled color images to be sampled, and transitioned back to attachment layout before rendering to them again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>