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GS/HW: Use correct vertex colour on target clear
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@@ -8642,7 +8642,8 @@ ClearType GSRendererHW::IsConstantDirectWriteMemClear()
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u32 GSRendererHW::GetConstantDirectWriteMemClearColor() const
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{
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// Take the vertex colour, but check if the blending would make it black.
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u32 vert_color = m_vertex.buff[1].RGBAQ.U32[0];
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const u32 vert_index = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 2 : 1;
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u32 vert_color = m_vertex.buff[m_index.buff[vert_index]].RGBAQ.U32[0];
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if (PRIM->ABE && m_context->ALPHA.IsBlack())
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vert_color &= 0xFF000000u;
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