mirror of https://github.com/PCSX2/pcsx2.git
glsl: round blending as SW renderer
Better tone on God of War with ultra accurate mode
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88cd333839
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@ -451,7 +451,7 @@ void ps_blend(inout vec4 Color, float As)
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#if PS_BLEND_A == PS_BLEND_B
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#if PS_BLEND_A == PS_BLEND_B
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Color.rgb = D;
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Color.rgb = D;
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#else
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#else
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Color.rgb = ((A - B) * C) + D;
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Color.rgb = trunc((A - B) * C + D);
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#endif
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#endif
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// FIXME dithering
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// FIXME dithering
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@ -1314,7 +1314,7 @@ static const char* tfx_fs_all_glsl =
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"#if PS_BLEND_A == PS_BLEND_B\n"
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"#if PS_BLEND_A == PS_BLEND_B\n"
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" Color.rgb = D;\n"
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" Color.rgb = D;\n"
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"#else\n"
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"#else\n"
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" Color.rgb = ((A - B) * C) + D;\n"
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" Color.rgb = trunc((A - B) * C + D);\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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" // FIXME dithering\n"
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" // FIXME dithering\n"
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