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-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index af21e64156..ddb03f8e96 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -1234,6 +1234,18 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
use_dual_source || use_shader_blend);
}
+ // This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
+ // alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
+ // border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
+ // the center of the screen several times, but those rectangles shouldn't be visible).
+ // Blending seems to result in no changes to the output with an alpha of 1, even if the input
+ // color is white.
+ // TODO: Investigate this further: we might be handling blending incorrectly in general (though
+ // there might not be any good way of changing blending behavior)
+ out.Write("\t// Hardware testing indicates that an alpha of 1 can pass an alpha test,\n"
+ "\t// but doesn't do anything in blending\n"
+ "\tif (prev.a == 1) prev.a = 0;\n");
+
if (uid_data->zfreeze)
{
out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE);