OpenGL: Fix shift signedness in fog calculation
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@@ -524,8 +524,8 @@ void main() {
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// Annoyingly color is not encoded in the same way as light color
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float r = float(GPUREG_FOG_COLOR & 0xFFu);
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float g = float((GPUREG_FOG_COLOR >> 8) & 0xFFu);
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float b = float((GPUREG_FOG_COLOR >> 16) & 0xFFu);
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float g = float((GPUREG_FOG_COLOR >> 8u) & 0xFFu);
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float b = float((GPUREG_FOG_COLOR >> 16u) & 0xFFu);
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vec3 fog_color = (1.0 / 255.0) * vec3(r, g, b);
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fragColour.rgb = mix(fog_color, fragColour.rgb, fog_factor);
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@@ -561,4 +561,4 @@ void main() {
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break;
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}
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}
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}
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}
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