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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.
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@@ -627,7 +627,6 @@ void ps_blend(inout vec4 Color, float As)
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{
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#if SW_BLEND
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vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
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vec4 Color_pabe = Color;
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#if PS_DFMT == FMT_24
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float Ad = 1.0f;
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@@ -681,7 +680,7 @@ void ps_blend(inout vec4 Color, float As)
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// PABE
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#if PS_PABE
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Color.rgb = (Color_pabe.a >= 128.0f) ? Color.rgb : Color_pabe.rgb;
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Color.rgb = (As >= 1.0f) ? Color.rgb : Cs;
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#endif
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// Dithering
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