pcsx2/bin/resources/shaders
lightningterror 40d5c78573 GS/HW: Implement PABE(Per pixel alpha blending) on accumulation blend and add optimizations.
PABE accumulation blend:
Idea is to achieve final output Cs when As < 1, we do this with manipulating Cd using the src1 output.
This can't be done with reverse subtraction as we want Cd to be 0 when As < 1.
Blend mix is excluded as no games were found, otherwise it can be added.

PABE Disable blending:
We can disable blending here as an optimization since alpha max is 128
which if alpha is 1 in the formula Cs*Alpha + Cd*(1 - Alpha) will give us a result of Cs.
2024-08-22 21:39:19 +02:00
..
common headers: relicense to GPL-3.0+ 2024-07-30 17:17:13 -04:00
dx11 GS/HW: Implement PABE(Per pixel alpha blending) on accumulation blend and add optimizations. 2024-08-22 21:39:19 +02:00
opengl GS/HW: Implement PABE(Per pixel alpha blending) on accumulation blend and add optimizations. 2024-08-22 21:39:19 +02:00
vulkan GS/HW: Implement PABE(Per pixel alpha blending) on accumulation blend and add optimizations. 2024-08-22 21:39:19 +02:00