Fix signedness mess-ups in shaders
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@@ -147,11 +147,11 @@ std::string FragmentGenerator::generate(const PICARegs& regs, const FragmentConf
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}
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float lutLookup(uint lut, int index) {
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return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
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return texelFetch(u_tex_lighting_lut, ivec2(index, int(lut)), 0).r;
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}
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vec3 regToColor(uint reg) {
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return (1.0 / 255.0) * vec3(float((reg >> 20) & 0xFF), float((reg >> 10) & 0xFF), float(reg & 0xFF));
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return (1.0 / 255.0) * vec3(float((reg >> 20u) & 0xFFu), float((reg >> 10u) & 0xFFu), float(reg & 0xFFu));
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}
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)";
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}
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@@ -476,7 +476,7 @@ void FragmentGenerator::compileLights(std::string& shader, const PICA::FragmentC
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int lut_lookup_index;
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)";
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uint lightID = 0;;
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uint lightID = 0;
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for (int i = 0; i < config.lighting.lightNum; i++) {
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lightID = config.lighting.lights[i].num;
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