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Defaults for SS and Brightness
SS 1.3 r_hdr_scenebrightness 1.4 on both devices
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2 changed files with 3 additions and 6 deletions
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@ -50,7 +50,7 @@ PFNEGLGETSYNCATTRIBKHRPROC eglGetSyncAttribKHR;
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//Let's go to the maximum!
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int NUM_MULTI_SAMPLES = 1;
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int REFRESH = 0;
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float SS_MULTIPLIER = 1.5f;
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float SS_MULTIPLIER = 1.3f;
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GLboolean stageSupported = GL_FALSE;
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@ -226,12 +226,9 @@ cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how ex
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cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
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cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
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#ifdef META_QUEST
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cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
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#endif
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#ifdef PICO_XR
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//1.4 on both devices as per Bummsers suggestion (17/01/2023)
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cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1.4", "global rendering brightness"};
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#endif
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cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
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cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
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cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
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