diff --git a/bin/resources/shaders/vulkan/tfx.glsl b/bin/resources/shaders/vulkan/tfx.glsl index 215b00bc0c..a1c3c81e9d 100644 --- a/bin/resources/shaders/vulkan/tfx.glsl +++ b/bin/resources/shaders/vulkan/tfx.glsl @@ -634,7 +634,7 @@ vec4 sample_depth(vec2 st, ivec2 pos) #endif ivec2 uv = ivec2(uv_f); - vec4 t = vec4(0.0f); + vec4 t = 0.0f; #if (PS_TALES_OF_ABYSS_HLE == 1) { @@ -1028,7 +1028,7 @@ void ps_color_clamp_wrap(inout vec3 C) // Correct the Color value based on the output format #if PS_COLCLIP == 0 && PS_HDR == 0 // Standard Clamp - C = clamp(C, vec3(0.0f), vec3(255.0f)); + C = clamp(C, 0.0f, 255.0f); #endif // FIXME rouding of negative float? @@ -1059,18 +1059,18 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) // No blending so early exit if (As < 1.0f) { - As_rgba.rgb = vec3(0.0f); + As_rgba.rgb = 0.0f; return; } - As_rgba.rgb = vec3(1.0f); + As_rgba.rgb = 1.0f; #endif #if PS_FEEDBACK_LOOP_IS_NEEDED vec4 RT = sample_from_rt(); #else // Not used, but we define it to make the selection below simpler. - vec4 RT = vec4(0.0f); + vec4 RT = 0.0f; #endif #if PS_RTA_CORRECTION @@ -1107,7 +1107,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #elif PS_BLEND_A == 1 vec3 A = Cd; #else - vec3 A = vec3(0.0f); + vec3 A = 0.0f; #endif #if PS_BLEND_B == 0 @@ -1115,7 +1115,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #elif PS_BLEND_B == 1 vec3 B = Cd; #else - vec3 B = vec3(0.0f); + vec3 B = 0.0f; #endif #if PS_BLEND_C == 0 @@ -1131,7 +1131,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #elif PS_BLEND_D == 1 vec3 D = Cd; #else - vec3 D = vec3(0.0f); + vec3 D = 0.0f; #endif // As/Af clamp alpha for Blend mix @@ -1160,7 +1160,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #if PS_BLEND_HW == 1 // As or Af - As_rgba.rgb = vec3(C); + As_rgba.rgb = C; // Subtract 1 for alpha to compensate for the changed equation, // if c.rgb > 255.0f then we further need to adjust alpha accordingly, // we pick the lowest overflow from all colors because it's the safest, @@ -1174,14 +1174,14 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) // subtracted, this way we can get a better result in hw blend. // Result is still wrong but less wrong than before. float division_alpha = 1.0f + C; - Color.rgb /= vec3(division_alpha); + Color.rgb /= division_alpha; #elif PS_BLEND_HW == 3 // As, Ad or Af clamped. As_rgba.rgb = vec3(C_clamped); // Cs*(Alpha + 1) might overflow, if it does then adjust alpha value // that is sent on second output to compensate. - vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f; - vec3 alpha_compensate = max(vec3(0.0f), overflow_check); + vec3 overflow_check = (Color.rgb - 255.0f) / 255.0f; + vec3 alpha_compensate = max(0.0f, overflow_check); As_rgba.rgb -= alpha_compensate; #endif @@ -1195,7 +1195,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #if PS_BLEND_HW == 1 // Needed for Cd * (As/Ad/F + 1) blending modes - Color.rgb = vec3(255.0f); + Color.rgb = 255.0f; #elif PS_BLEND_HW == 2 // Cd*As,Cd*Ad or Cd*F @@ -1209,22 +1209,22 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) // The higher the value (>128) the lower the compensation will be. float max_color = max(max(Color.r, Color.g), Color.b); float color_compensate = 255.0f / max(128.0f, max_color); - Color.rgb *= vec3(color_compensate); + Color.rgb *= color_compensate; #elif PS_BLEND_HW == 4 // Needed for Cd * (1 - Ad) and Cd*(1 + Alpha). - As_rgba.rgb = Alpha * vec3(128.0f / 255.0f); - Color.rgb = vec3(127.5f); + As_rgba.rgb = Alpha * (128.0f / 255.0f); + Color.rgb = 127.5f; #elif PS_BLEND_HW == 5 // Needed for Cs*Alpha + Cd*(1 - Alpha). - Alpha *= vec3(128.0f / 255.0f); - As_rgba.rgb = (Alpha - vec3(0.5f)); + Alpha *= (128.0f / 255.0f); + As_rgba.rgb = (Alpha - 0.5f); Color.rgb = (Color.rgb * Alpha); #elif PS_BLEND_HW == 6 // Needed for Cd*Alpha + Cs*(1 - Alpha). - Alpha *= vec3(128.0f / 255.0f); + Alpha *= (128.0f / 255.0f); As_rgba.rgb = Alpha; - Color.rgb *= (Alpha - vec3(0.5f)); + Color.rgb *= (Alpha - 0.5f); #endif #endif } @@ -1299,9 +1299,9 @@ void main() vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f); #endif - vec4 alpha_blend = vec4(RT.a / 128.0f); + vec4 alpha_blend = (RT.a / 128.0f); #else - vec4 alpha_blend = vec4(C.a / 128.0f); + vec4 alpha_blend = (C.a / 128.0f); #endif // Correct the ALPHA value based on the output format