softgpu: Correct tex on fogged rectangles #16384
Merged
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When using fog on a rectangle (transform only), the PSP does this weird snap-to effect that seems like some sort of hardware bug to me. Half the rectangle uses the first vertex fog value - and it's the second half, weirdly.
Anyway, I had implemented that earlier based on hardware fog tests, but forgot to account or test for texture coordinates. This caused smoke in Resistance Retribution (see #16131) to be rendered strangely.
Meanwhile, I also made it skip splitting rectangles in half to account for this weird fog behavior when the fog factors are close enough to be identical for the purposes of fogging. This avoids the split path entirely in Resistance (and would've fixed the bug alone, but good to fix texturing in that path anyway.)
-[Unknown]