diff --git a/pcsx2/GS/Renderers/HW/GSRendererNew.cpp b/pcsx2/GS/Renderers/HW/GSRendererNew.cpp index 0f875be45b..dba6bd8a9a 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererNew.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererNew.cpp @@ -560,10 +560,10 @@ void GSRendererNew::EmulateBlending(bool& DATE_GL42, bool& DATE_GL45) sw_blending |= true; [[fallthrough]]; case AccBlendLevel::Full: - sw_blending |= (ALPHA.A != ALPHA.B) && ((ALPHA.C == 0 && GetAlphaMinMax().max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); + sw_blending |= ALPHA.A != ALPHA.B && ALPHA.C == 0 && GetAlphaMinMax().max > 128; [[fallthrough]]; case AccBlendLevel::High: - sw_blending |= (ALPHA.C == 1); + sw_blending |= ALPHA.C == 1 || (ALPHA.A != ALPHA.B && ALPHA.C == 2 && ALPHA.FIX > 128u); [[fallthrough]]; case AccBlendLevel::Medium: // Initial idea was to enable accurate blending for sprite rendering to handle