mirror of https://github.com/PCSX2/pcsx2.git
glsl: drop an useless min in FS
GPU will clamp color anyway. It reduces the number of instruction of 25% (4->3)
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@ -29,7 +29,8 @@ layout(binding = 0) uniform sampler2D TextureSampler;
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void ps_main0()
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{
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vec4 c = texture(TextureSampler, PSin_t);
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c.a = min(c.a * 2.0, 1.0);
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// Note: clamping will be done by fixed unit
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c.a *= 2.0f;
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SV_Target0 = c;
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}
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@ -515,7 +515,8 @@ static const char* merge_glsl =
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"void ps_main0()\n"
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"{\n"
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" vec4 c = texture(TextureSampler, PSin_t);\n"
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" c.a = min(c.a * 2.0, 1.0);\n"
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" // Note: clamping will be done by fixed unit\n"
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" c.a *= 2.0f;\n"
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" SV_Target0 = c;\n"
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"}\n"
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"\n"
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