diff --git a/Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp b/Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp index fa072508eb..418b85f8f1 100644 --- a/Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp +++ b/Source/Plugins/Plugin_VideoSoftware/Src/Tev.cpp @@ -759,7 +759,7 @@ void Tev::Draw() float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)swxfregs.viewport.wd; // Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value. int index = 9 - std::abs(offset) * 9.f; - index = (index < 0) ? 0 : (index > 9) ? 9 : 0; // TODO: Shouldn't be necessary! + index = (index < 0) ? 0 : (index > 9) ? 9 : index; // TODO: Shouldn't be necessary! // Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor) float k = bpmem.fogRange.K[index/2].GetValue(index%2) * 4.f; float x_adjust = sqrt(offset*offset + k*k)/k;