GS-ogl: Add clr3 case for blend mix 2.

When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
This commit is contained in:
lightningterror 2023-02-26 21:59:04 +01:00
parent f478b3959c
commit 58cb6ab728
1 changed files with 10 additions and 4 deletions

View File

@ -777,10 +777,8 @@ float As = As_rgba.a;
#endif #endif
#if PS_CLR_HW == 1 #if PS_CLR_HW == 1
// Replace Af with As so we can do proper compensation for Alpha. // As or Af
#if PS_BLEND_C == 2 As_rgba.rgb = vec3(C);
As_rgba = vec4(Af);
#endif
// Subtract 1 for alpha to compensate for the changed equation, // Subtract 1 for alpha to compensate for the changed equation,
// if c.rgb > 255.0f then we further need to adjust alpha accordingly, // 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, // 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. // blended value it can be.
float color_compensate = 1.0f * (C + 1.0f); float color_compensate = 1.0f * (C + 1.0f);
Color.rgb -= vec3(color_compensate); 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 #endif
#else #else