diff --git a/bin/resources/shaders/opengl/tfx_fs.glsl b/bin/resources/shaders/opengl/tfx_fs.glsl index 10ebf9ce62..5666fe6145 100644 --- a/bin/resources/shaders/opengl/tfx_fs.glsl +++ b/bin/resources/shaders/opengl/tfx_fs.glsl @@ -777,10 +777,8 @@ float As = As_rgba.a; #endif #if PS_CLR_HW == 1 - // Replace Af with As so we can do proper compensation for Alpha. -#if PS_BLEND_C == 2 - As_rgba = vec4(Af); -#endif + // As or Af + As_rgba.rgb = vec3(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, @@ -796,6 +794,14 @@ float As = As_rgba.a; // blended value it can be. float color_compensate = 1.0f * (C + 1.0f); Color.rgb -= vec3(color_compensate); +#elif PS_CLR_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); + As_rgba.rgb -= alpha_compensate; #endif #else