PSP rendering and shader cleanup
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@@ -12,8 +12,8 @@ float4 colorscale : register(c1);
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float4 main(VS_out input) : COLOR
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{
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float4 color = input.Color;
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color *= tex2D(tex0, input.TexCoord0.xy);
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color *= colorscale;
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color *= tex2D(tex0, input.TexCoord0.xy)*colorscale;
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color.rgb = clamp(color.rgb, 0.0, 1.0);
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color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
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return color;
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}
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