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GPU: Revert applying the master brightness as a framebuffer operation…
…. It is now a scanline operation once again. Fixes brightness issues in The Legend of Zelda: Spirit Tracks. (Regression from #ac69f1e.) The user may still choose to apply master brightness on a per-framebuffer basis by passing ‘false’ to GPUEngineBase::SetWillApplyMasterBrightnessPerScanline(). For better consistency, this behavior has also been changed to only use the master brightness settings as they were in line 0.
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