diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 6654abf196..8508007541 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -6717,7 +6717,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt, // Bigger problem when WH is 1024x1024 and the target is only small. // This "fixes" a lot of the rainbow garbage in games when upscaling (and xenosaga shadows + VP2 forest seem quite happy). // Note that this is done on the original texture scale, during upscales it can mess up otherwise. - const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f) + (GSVector4::cxpr(0.1f, 0.1f, 0.0f, 0.0f) * tex->GetScale()); + const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f); const GSVector4 region_clamp = (GSVector4(clamp) + region_clamp_offset) / WH.xyxy(); if (wms >= CLAMP_REGION_CLAMP)