diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c index 36261a8a6b..b15e39824d 100644 --- a/src/render/ps2/SDL_render_ps2.c +++ b/src/render/ps2/SDL_render_ps2.c @@ -113,6 +113,16 @@ static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color, float color_scale) return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00); } +static gs_rgbaq float_color_to_RGBAQ_tex(const SDL_FColor *color, float color_scale) +{ + uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r * color_scale, 0.0f, 1.0f) * 127.0f); + uint8_t colorG = (uint8_t)SDL_roundf(SDL_clamp(color->g * color_scale, 0.0f, 1.0f) * 127.0f); + uint8_t colorB = (uint8_t)SDL_roundf(SDL_clamp(color->b * color_scale, 0.0f, 1.0f) * 127.0f); + uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 63.0f); + + return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00); +} + static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color, float color_scale) { uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r * color_scale, 0.0f, 1.0f) * 255.0f); @@ -281,7 +291,7 @@ static bool PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SD uv_ = (float *)((char *)uv + j * uv_stride); vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0); - vertices->rgbaq = float_color_to_RGBAQ(col_, color_scale); + vertices->rgbaq = float_color_to_RGBAQ_tex(col_, color_scale); vertices->uv = vertex_to_UV(ps2_tex, uv_[0] * ps2_tex->Width, uv_[1] * ps2_tex->Height); vertices++;