Add support for dark player colors
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@@ -211,14 +211,16 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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vec4 ColorShift(vec4 c, float p)
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{
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#if __VERSION__ == 120
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vec4 shift = texture2D(ColorShifts, vec2(0.5, p));
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vec4 range = texture2D(ColorShifts, vec2(0.25, p));
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vec4 shift = texture2D(ColorShifts, vec2(0.75, p));
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#else
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vec4 shift = texture(ColorShifts, vec2(0.5, p));
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vec4 range = texture(ColorShifts, vec2(0.25, p));
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vec4 shift = texture(ColorShifts, vec2(0.75, p));
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#endif
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vec3 hsv = rgb2hsv(srgb2linear(c).rgb);
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if (hsv.r >= shift.b && shift.a >= hsv.r)
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c = linear2srgb(vec4(hsv2rgb(vec3(hsv.r + shift.r, clamp(hsv.g + shift.g, 0.0, 1.0), hsv.b)), c.a));
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if (hsv.r > range.r && range.g >= hsv.r)
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c = linear2srgb(vec4(hsv2rgb(vec3(hsv.r + shift.r, clamp(hsv.g + shift.g, 0.0, 1.0), hsv.b * clamp(shift.b, 0.0, 1.0))), c.a));
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return c;
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}
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