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- fixed shade interpolation.
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@ -176,7 +176,7 @@ void main()
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colorIndex = c_basepalOffset + c_basepalScale*colorIndex; // this is for compensating roundoff errors.
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vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero));
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float shadeFrac = mod(shade, 1.0);
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palettedColor.rgb = mix(palettedColorNext.rgb, palettedColor.rgb, shadeFrac);
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palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
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}
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fullbright = palettedColor.a; // This only gets set for paletted rendering.
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