mirror of https://github.com/PCSX2/pcsx2.git
GS: Change transparency shader to output full alpha
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@ -81,13 +81,8 @@ float ps_depth_copy(PS_INPUT input) : SV_Depth
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PS_OUTPUT ps_filter_transparency(PS_INPUT input)
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PS_OUTPUT ps_filter_transparency(PS_INPUT input)
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{
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{
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PS_OUTPUT output;
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PS_OUTPUT output;
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float4 c = sample_c(input.t);
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float4 c = sample_c(input.t);
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output.c = float4(c.rgb, 1.0);
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c.a = dot(c.rgb, float3(0.299, 0.587, 0.114));
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output.c = c;
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return output;
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return output;
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}
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}
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@ -246,10 +246,7 @@ void ps_convert_rgba_8i()
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void ps_filter_transparency()
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void ps_filter_transparency()
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{
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{
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vec4 c = sample_c();
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vec4 c = sample_c();
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SV_Target0 = vec4(c.rgb, 1.0);
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c.a = dot(c.rgb, vec3(0.299, 0.587, 0.114));
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SV_Target0 = c;
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}
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}
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#endif
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#endif
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@ -52,10 +52,7 @@ void ps_depth_copy()
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void ps_filter_transparency()
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void ps_filter_transparency()
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{
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{
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vec4 c = sample_c(v_tex);
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vec4 c = sample_c(v_tex);
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o_col0 = vec4(c.rgb, 1.0);
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c.a = dot(c.rgb, vec3(0.299, 0.587, 0.114));
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o_col0 = c;
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}
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}
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#endif
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#endif
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