glsl: round blending as SW renderer

Better tone on God of War with ultra accurate mode
This commit is contained in:
Gregory Hainaut 2015-07-18 17:16:46 +02:00
parent 88cd333839
commit 38c086008d
2 changed files with 2 additions and 2 deletions

View File

@ -451,7 +451,7 @@ void ps_blend(inout vec4 Color, float As)
#if PS_BLEND_A == PS_BLEND_B
Color.rgb = D;
#else
Color.rgb = ((A - B) * C) + D;
Color.rgb = trunc((A - B) * C + D);
#endif
// FIXME dithering

View File

@ -1314,7 +1314,7 @@ static const char* tfx_fs_all_glsl =
"#if PS_BLEND_A == PS_BLEND_B\n"
" Color.rgb = D;\n"
"#else\n"
" Color.rgb = ((A - B) * C) + D;\n"
" Color.rgb = trunc((A - B) * C + D);\n"
"#endif\n"
"\n"
" // FIXME dithering\n"