gpu: Saturate color before interpolation
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@@ -64,7 +64,8 @@ float decodeFP(uint hex, uint E, uint M) {
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void main() {
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void main() {
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gl_Position = a_coords;
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gl_Position = a_coords;
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v_colour = a_vertexColour;
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vec4 colourAbs = abs(a_vertexColour);
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v_colour = min(colourAbs, vec4(1.f));
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// Flip y axis of UVs because OpenGL uses an inverted y for texture sampling compared to the PICA
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// Flip y axis of UVs because OpenGL uses an inverted y for texture sampling compared to the PICA
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v_texcoord0 = vec3(a_texcoord0.x, 1.0 - a_texcoord0.y, a_texcoord0_w);
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v_texcoord0 = vec3(a_texcoord0.x, 1.0 - a_texcoord0.y, a_texcoord0_w);
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