Fix palette conversions for 4 bit efb copies.
Fixes purple shadow in THPS4 and many other things.
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@ -337,7 +337,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
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D3D::stateman->SetTexture(1, palette_buf_srv);
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// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
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float params[4] = { unconverted->format == 0 ? 15.f : 255.f };
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float params[4] = { (unconverted->format & 0xf) == 0 ? 15.f : 255.f };
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D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(palette_uniform);
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@ -560,7 +560,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unc
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memcpy(buffer.first, palette, size);
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s_palette_stream_buffer->Unmap(size);
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glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
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glUniform1f(s_palette_multiplier_uniform[format], unconverted->format == 0 ? 15.0f : 255.0f);
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glUniform1f(s_palette_multiplier_uniform[format], (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
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glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
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glActiveTexture(GL_TEXTURE10);
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