From e38d754e86f6d87c8739671e2aff5657386ec0cd Mon Sep 17 00:00:00 2001 From: lightningterror <18107717+lightningterror@users.noreply.github.com> Date: Mon, 22 Nov 2021 06:44:43 +0100 Subject: [PATCH] Gs-ogl:glsl: Adjust sw blend shader a bit. Get rid of Color_pabe vector, makes more sense to use As and Cs in pabe code. --- pcsx2/GS/res/glsl/tfx_fs.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/pcsx2/GS/res/glsl/tfx_fs.glsl b/pcsx2/GS/res/glsl/tfx_fs.glsl index 0494a005fa..74ab72e5f4 100644 --- a/pcsx2/GS/res/glsl/tfx_fs.glsl +++ b/pcsx2/GS/res/glsl/tfx_fs.glsl @@ -627,7 +627,6 @@ void ps_blend(inout vec4 Color, float As) { #if SW_BLEND vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f); - vec4 Color_pabe = Color; #if PS_DFMT == FMT_24 float Ad = 1.0f; @@ -681,7 +680,7 @@ void ps_blend(inout vec4 Color, float As) // PABE #if PS_PABE - Color.rgb = (Color_pabe.a >= 128.0f) ? Color.rgb : Color_pabe.rgb; + Color.rgb = (As >= 1.0f) ? Color.rgb : Cs; #endif // Dithering