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d3d9: Disable color doubling without tex.
As the PSP does.
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8bf13d4214
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1 file changed
+6
-3
@@ -474,11 +474,14 @@ void GenerateFragmentShaderDX9(char *buffer) {
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bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !gstate.isModeClear() && !g_Config.bDisableAlphaTest;
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bool alphaTestAgainstZero = IsAlphaTestAgainstZero();
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bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && !gstate.isModeClear();
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bool enableColorDoubling = gstate.isColorDoublingEnabled();
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// This isn't really correct, but it's a hack to get doubled blend modes to work more correctly.
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bool enableAlphaDoubling = CanDoubleSrcBlendMode();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
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bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader();
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ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
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// This isn't really correct, but it's a hack to get doubled blend modes to work more correctly.
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bool enableAlphaDoubling = CanDoubleSrcBlendMode();
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
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doTextureAlpha = false;
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