diff --git a/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp b/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp index eb48af08ee..5b7f2a2243 100644 --- a/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp +++ b/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp @@ -561,7 +561,7 @@ void GSRendererOGL::EmulateBlending(bool DATE_GL42) sw_blending |= (ALPHA.A != ALPHA.B) && ((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u)); // fall through - case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0); + case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1); // Initial idea was to enable accurate blending for sprite rendering to handle // correctly post-processing effect. Some games (ZoE) use tons of sprites as particles. // In order to keep it fast, let's limit it to smaller draw call. @@ -598,7 +598,8 @@ void GSRendererOGL::EmulateBlending(bool DATE_GL42) m_ps_sel.colclip = 1; } else { // Speed hack skip previous slow algo - GL_INS("Sorry colclip isn't supported"); + GL_INS("COLCLIP HDR Rare case ENABLED"); + m_ps_sel.hdr = 1; } } diff --git a/plugins/GSdx/res/glsl/tfx_fs.glsl b/plugins/GSdx/res/glsl/tfx_fs.glsl index 7c8ccfe2fc..11740a884f 100644 --- a/plugins/GSdx/res/glsl/tfx_fs.glsl +++ b/plugins/GSdx/res/glsl/tfx_fs.glsl @@ -837,15 +837,15 @@ void ps_main() ps_fbmask(C); -#if PS_HDR == 1 +// #if PS_HDR == 1 // Use negative value to avoid overflow of the texture (in accumulation mode) // Note: code were initially done for an Half-Float texture. Due to overflow // the texture was upgraded to a full float. Maybe this code is useless now! // Good testcase is castlevania - if (any(greaterThan(C.rgb, vec3(128.0f)))) { - C.rgb = (C.rgb - 256.0f); - } -#endif + // if (any(greaterThan(C.rgb, vec3(128.0f)))) { + // C.rgb = (C.rgb - 256.0f); + // } +// #endif SV_Target0 = C / 255.0f; SV_Target1 = vec4(alpha_blend); }