SDL: PS2: fix textures rendering at half opacity when blend is enabled

From 338768e23d846003a0e8574708b1ac3fde788b6e Mon Sep 17 00:00:00 2001
From: Sawkez <[EMAIL REDACTED]>
Date: Fri, 28 Aug 2026 02:01:41 +0400
Subject: [PATCH] PS2: fix textures rendering at half opacity when blend is
 enabled

---
 src/render/ps2/SDL_render_ps2.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c
index 18108cc67e99e..06ad216588945 100644
--- a/src/render/ps2/SDL_render_ps2.c
+++ b/src/render/ps2/SDL_render_ps2.c
@@ -118,7 +118,7 @@ static gs_rgbaq float_color_to_RGBAQ_tex(const SDL_FColor *color, float color_sc
     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);
+    uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 127.0f);
 
     return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
 }