TextureConverterShaderGen: Set alpha to 1 on intensity formats if EFB lacks alpha

We were already doing this for non-intensity formats, but it seems like the same applies to intensity formats.
This commit is contained in:
Pokechu22
2021-12-15 16:39:15 -08:00
parent 820a424dcd
commit 2f6953efb6

View File

@ -216,6 +216,9 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
} }
else if (uid_data->is_intensity) else if (uid_data->is_intensity)
{ {
if (!uid_data->efb_has_alpha)
out.Write(" texcol.a = 1.0;\n");
bool has_four_bits = bool has_four_bits =
(uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4); (uid_data->dst_format == EFBCopyFormat::R4 || uid_data->dst_format == EFBCopyFormat::RA4);
bool has_alpha = bool has_alpha =