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port: more detail texture adjustment
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@@ -1540,7 +1540,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
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// HACK: very roughly eyeballed based on the carpets in Defection
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// this is actually supposed to be calculated per pixel
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const float distance_frac = std::max(0.f, std::min(w / 1024.f, 1.f));
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tmp.r = tmp.g = tmp.b = tmp.a = (0.65f + distance_frac * 0.35f) * 255.f;
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tmp.r = tmp.g = tmp.b = tmp.a = (0.7f + distance_frac * 0.3f) * 255.f;
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} else {
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tmp.r = tmp.g = tmp.b = tmp.a = 255;
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}
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