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TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
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@ -131,7 +131,7 @@ static constexpr const char s_color_matrix_program_hlsl[] = {
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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@ -152,7 +152,7 @@ static constexpr const char s_color_matrix_program_msaa_hlsl[] = {
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"for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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"texcol /= SAMPLES;\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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