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Blender/GLTF vertex coloring is changed on import. #92404

Description

@bertodelrio256

Tested versions

reproducible in v4.3.dev6.mono.official [89850d5]

System information

Godot v4.3.dev6.mono - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.5161) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

Issue description

issue possible related to #87486.

when exporting a mesh from blender 4.0 to using gltf, the vertex colors are not imported correctly and appear different in godot. attach is a screenshot of the vertex colors in blender and the imported result in godot. the data has been changed as you see jagged edges / harder transitions in the colors as well as slighter darker colors. (is vertex color being compressed?). if you export from blender to gltf and then reimport, you will see there is no change in the colors. (blend file attached)

vc issue

Steps to reproduce

-create a mesh in blender 4.0 with a range of vertex colors (colors near black seem to be problematic the most)
-export the mesh using the gltf exporter in blender
-import the glb file in godot and apply an unshaded material which displays the vertex color to albedo

Minimal reproduction project (MRP)

vc issue MRP.zip

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