Fix albedo value wraparound in Compatibility render mode
Using the Compatibility renderer results in wrapped albedo values if a custom shader returns albedo values outside the expected range of [0,1]. This commit fixed this issue by clamping the albedo value to [0,1] right after the custom shader is executed. Fixes #91919
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@ -1523,6 +1523,9 @@ void main() {
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#CODE : FRAGMENT
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}
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// Keep albedo values in positive number range as negative values "wraparound" into positive numbers resulting in wrong colors
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albedo = max(albedo, vec3(0.0));
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#ifdef LIGHT_VERTEX_USED
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vertex = light_vertex;
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#ifdef USE_MULTIVIEW
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