GPU/HW: Set alpha to mask bit setting
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@ -292,7 +292,7 @@ void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_
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void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
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{
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DeclareUniformBuffer(ss, {"int2 u_pos_offset", "uint2 u_texture_window_mask", "uint2 u_texture_window_offset",
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"float u_src_alpha_factor", "float u_dst_alpha_factor"});
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"float u_src_alpha_factor", "float u_dst_alpha_factor", "bool u_set_mask_while_drawing"});
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}
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std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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@ -505,7 +505,7 @@ int4 SampleFromVRAM(int4 texpage, float2 coord)
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#endif
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// Compute output alpha (mask bit)
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float output_alpha = float(semitransparent);
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float output_alpha = float(u_set_mask_while_drawing ? 1 : int(semitransparent));
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// Normalize
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float3 color = float3(icolor) / float3(255.0, 255.0, 255.0);
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