Fix skid mark color
We convert the vertex color value to srgb, optimally the vertex color should already be corrected on cpu side but it would break fallback colors...
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@@ -12,7 +12,7 @@ varying vec2 uv;
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void main()
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{
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vec4 Color = texture(tex, uv) * color;
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vec4 Color = texture(tex, uv) * pow(color, vec4(2.2));
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// Premultiply alpha
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FragColor = vec4(Color.rgb * Color.a, Color.a);
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}
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@@ -21,7 +21,7 @@ varying vec2 uv;
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void main()
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{
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vec4 diffusecolor = texture(tex, uv) * color;
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vec4 diffusecolor = texture(tex, uv) * pow(color, vec4(2.2));
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vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
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tmp = 2. * tmp - 1.;
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