Fix: Clamping outside UVs properly again

• In `surfaceSTToTexelUV_bilinearQuad()`, now calling `normalizeTexelCoord<>()` on the `lerpedAftForeRatios`, and using that for the lerp calculation of `uvOfNearestPointOnAft`/Fore` instead of the `ratioAlongAft`/`Fore` vars directly.
	» The switch to independent `OutsideOfTextureSTMode` wrapping/clamping brought about mathematical change, and `surfaceSTToTexelUV_bilinearQuad()` ended up clamping horizontally outside of the quad but not vertically.