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TextureConverterShaderGen: Set alpha to 1 on intensity formats if EFB lacks alpha
We were already doing this for non-intensity formats, but it seems like the same applies to intensity formats.
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@ -216,6 +216,9 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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}
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else if (uid_data->is_intensity)
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{
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if (!uid_data->efb_has_alpha)
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out.Write(" texcol.a = 1.0;\n");
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bool has_four_bits =
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(uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4);
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bool has_alpha =
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