Fix Min and Max blend equations
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54de697084
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5db62cc758
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@ -653,20 +653,22 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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case params.Min:
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{
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result;
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result.r() = std::min(src_result.r(),dst_result.r());
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result.g() = std::min(src_result.g(),dst_result.g());
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result.b() = std::min(src_result.b(),dst_result.b());
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result.r() = std::min(combiner_output.r(),dest.r());
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result.g() = std::min(combiner_output.g(),dest.g());
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result.b() = std::min(combiner_output.b(),dest.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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case params.Max:
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{
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result;
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result.r() = std::max(src_result.r(),dst_result.r());
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result.g() = std::max(src_result.g(),dst_result.g());
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result.b() = std::max(src_result.b(),dst_result.b());
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result.r() = std::max(combiner_output.r(),dest.r());
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result.g() = std::max(combiner_output.g(),dest.g());
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result.b() = std::max(combiner_output.b(),dest.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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