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(Wii U) Only sample alpha channel when rendering fonts
The font backend provides only the alpha channel for a given glyph, but we were sampling that channel for the r, g, b and a. Fix by hard-coding the sampled colour to white - the actually desired colour is multiplied in later.
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@ -65,7 +65,7 @@ static void* wiiu_font_init_font(void* data, const char* font_path,
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font->texture.viewNumSlices = 1;
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font->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
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font->texture.compMap = GX2_COMP_SEL(_R, _R, _R, _R);
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font->texture.compMap = GX2_COMP_SEL(_1, _1, _1, _R);
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GX2CalcSurfaceSizeAndAlignment(&font->texture.surface);
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GX2InitTextureRegs(&font->texture);
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