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fragment shader: RGBA DECAL does make more sense this way
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@ -165,7 +165,7 @@ void GenerateFragmentShader(char *buffer) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " vec4 v = t * p%s;\n", secondary); break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " vec4 v = vec4((1.0 - t.a) * p.rgb + t.a * u_texenv.rgb, p.a)%s;\n", secondary); break;
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WRITE(p, " vec4 v = vec4((1.0 - t.a) * p.rgb + t.rgb * t.a, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " vec4 v = vec4((1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a * t.a)%s;\n", secondary); break;
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case GE_TEXFUNC_REPLACE:
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