mirror of https://github.com/PCSX2/pcsx2.git
partially revert: glsl: disable computing of extra alpha coeff in SW blending
It generates undefined data in screen. Maybe blending isn't switch off properly. I need to investigate it.
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@ -41,9 +41,7 @@ in SHADER
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) out vec4 SV_Target0;
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#if !SW_BLEND
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layout(location = 0, index = 1) out vec4 SV_Target1;
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#endif
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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@ -608,9 +606,7 @@ void ps_main()
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ps_fbmask(c);
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SV_Target0 = c;
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#if !SW_BLEND
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SV_Target1 = vec4(alpha_blend);
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#endif
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}
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#endif
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@ -904,9 +904,7 @@ static const char* tfx_fs_all_glsl =
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"\n"
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"// Same buffer but 2 colors for dual source blending\n"
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"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
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"#if !SW_BLEND\n"
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"layout(location = 0, index = 1) out vec4 SV_Target1;\n"
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"#endif\n"
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"\n"
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"#ifdef ENABLE_BINDLESS_TEX\n"
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"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
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@ -1471,9 +1469,7 @@ static const char* tfx_fs_all_glsl =
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" ps_fbmask(c);\n"
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"\n"
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" SV_Target0 = c;\n"
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"#if !SW_BLEND\n"
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" SV_Target1 = vec4(alpha_blend);\n"
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"#endif\n"
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"}\n"
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"\n"
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"#endif\n"
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