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GS/HW: Don't clamp negative coords to 0 in texture shuffle detection.
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@@ -386,7 +386,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
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const bool rev_pos = v[prim].XYZ.X > v[prim + 1].XYZ.X;
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const GSVertex& first_vert = rev_pos ? v[prim + 1] : v[prim];
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const GSVertex& second_vert = rev_pos ? v[prim] : v[prim + 1];
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const int pos = std::max(static_cast<int>(first_vert.XYZ.X) - static_cast<int>(o.OFX), 0) & 0xFF;
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const int pos = (static_cast<int>(first_vert.XYZ.X) - static_cast<int>(o.OFX)) & 0xFF;
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// Read texture is 8 to 16 pixels (same as above)
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const float tw = static_cast<float>(1u << m_cached_ctx.TEX0.TW);
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