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wined3d: UBYTE4 data shouldn't be normalized.
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@ -761,7 +761,7 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVerte
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break;
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break;
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case WINED3DDECLTYPE_UBYTE4:
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case WINED3DDECLTYPE_UBYTE4:
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GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
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GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
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break;
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break;
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case WINED3DDECLTYPE_UBYTE4N:
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case WINED3DDECLTYPE_UBYTE4N:
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case WINED3DDECLTYPE_D3DCOLOR:
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case WINED3DDECLTYPE_D3DCOLOR:
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