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fix blending mode 0 in gb shader
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@ -97,7 +97,10 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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// Fragment definitions //
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// Fragment definitions //
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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//#define blending_modifier(color) clamp((color.a == 0) + registers.blending_mode, 0.0, 1.0)
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float blending_modifier(float color){
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float blend_bool = (color == 0.0) ? 1 : 0;
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return clamp(blend_bool + registers.blending_mode, 0.0, 1.0);
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}
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void main()
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void main()
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{
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{
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@ -127,9 +130,7 @@ void main()
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(out_color.a - adjacent_texel_2.a) +
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(out_color.a - adjacent_texel_2.a) +
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(out_color.a - adjacent_texel_3.a) +
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(out_color.a - adjacent_texel_3.a) +
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(out_color.a - adjacent_texel_4.a)
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(out_color.a - adjacent_texel_4.a)
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) * registers.adjacent_texel_alpha_blending;
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) * registers.adjacent_texel_alpha_blending * blending_modifier(out_color.a);
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out_color.a *= clamp((0.0) + registers.blending_mode, 0.0, 1.0);
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FragColor = out_color;
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FragColor = out_color;
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}
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}
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