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apply saturation to tint too
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@ -1063,13 +1063,14 @@ void main() {
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// hack to increase light (if set)
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if (lightRange > 0.0) lightRange += 1.0;
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// lazy fix for migrating from mixWeight to tintColor
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tintColor *= mixWeight;
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// apply saturation changes
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// apply saturation changes to light and tint colors
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const float saturationF = LPV_SATURATION / 100.0;
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mat4 matSaturation = GetSaturationMatrix(saturationF);
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lightColor = (matSaturation * vec4(lightColor, 1.0)).rgb;
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tintColor = (matSaturation * vec4(tintColor, 1.0)).rgb;
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// lazy fix for migrating from mixWeight to tintColor
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tintColor *= mixWeight;
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uint lightColorRange = packUnorm4x8(vec4(lightColor, lightRange/255.0));
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uint tintColorMask = packUnorm4x8(vec4(tintColor, 0.0));
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