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softgpu: Store vertex colors as packed RGBA8.
No need to keep it expanded at 4x the space for both colors.
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@@ -317,24 +317,12 @@ VertexData TransformUnit::ReadVertex(VertexReader &vreader, const TransformState
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}
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if (vreader.hasColor0()) {
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#ifdef _M_SSE
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vreader.ReadColor0_8888((u8 *)vertex.color0.AsArray());
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vertex.color0.ivec = _mm_unpacklo_epi8(vertex.color0.ivec, _mm_setzero_si128());
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vertex.color0.ivec = _mm_unpacklo_epi16(vertex.color0.ivec, _mm_setzero_si128());
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#else
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float col[4];
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vreader.ReadColor0(col);
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vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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#endif
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vreader.ReadColor0_8888((u8 *)&vertex.color0);
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} else {
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vertex.color0 = Vec4<int>::FromRGBA(gstate.getMaterialAmbientRGBA());
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vertex.color0 = gstate.getMaterialAmbientRGBA();
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}
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#ifdef _M_SSE
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vertex.color1 = _mm_setzero_si128();
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#else
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vertex.color1 = Vec3<int>(0, 0, 0);
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#endif
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vertex.color1 = 0;
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if (state.enableTransform) {
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WorldCoords worldpos;
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