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TextureCache: Use same color coefficients for EFB2Tex as EFB2RAM
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@ -333,7 +333,7 @@ bool TextureCache::CompileShaders()
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" texcol = floor(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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