fixed Lodestone Bug with ImpactFrames#6
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VenWhoVian wants to merge 1 commit intoFINDERFEED:1.20.1from
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issue
adaptive exposure was using glReadPixels to sample the main framebuffer on the cpu. that worked in vanilla-ish rendering, but lodestone changes the render pipeline enough that the readback was happening on the wrong buffer / wrong timing, so the exposure sample was just getting 0.0 or tripping GL_INVALID_OPERATION.
what I changed
removed the broken framebuffer readback path
basically just moved the screen reading code for the adaptive exposure to the GPU, and out of java