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	Pica/TextureEnvironment: Treat texture combiner source 1 as the PrimaryColor.
Not really sure where the difference is, but some applications seem to use this 1:1 the same way...
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				| @ -224,6 +224,8 @@ struct Regs { | ||||
|     struct TevStageConfig { | ||||
|         enum class Source : u32 { | ||||
|             PrimaryColor           = 0x0, | ||||
|             PrimaryFragmentColor   = 0x1, | ||||
| 
 | ||||
|             Texture0               = 0x3, | ||||
|             Texture1               = 0x4, | ||||
|             Texture2               = 0x5, | ||||
|  | ||||
| @ -303,7 +303,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | ||||
| 
 | ||||
|                 auto GetSource = [&](Source source) -> Math::Vec4<u8> { | ||||
|                     switch (source) { | ||||
|                     // TODO: What's the difference between these two?
 | ||||
|                     case Source::PrimaryColor: | ||||
|                     case Source::PrimaryFragmentColor: | ||||
|                         return primary_color; | ||||
| 
 | ||||
|                     case Source::Texture0: | ||||
|  | ||||
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