mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-11-22 04:01:14 +00:00
Defaults for SS and Brightness
SS 1.3 r_hdr_scenebrightness 1.4 on both devices
This commit is contained in:
parent
4b75af0e31
commit
7bdba7ac1d
2 changed files with 3 additions and 6 deletions
|
@ -50,7 +50,7 @@ PFNEGLGETSYNCATTRIBKHRPROC eglGetSyncAttribKHR;
|
||||||
//Let's go to the maximum!
|
//Let's go to the maximum!
|
||||||
int NUM_MULTI_SAMPLES = 1;
|
int NUM_MULTI_SAMPLES = 1;
|
||||||
int REFRESH = 0;
|
int REFRESH = 0;
|
||||||
float SS_MULTIPLIER = 1.5f;
|
float SS_MULTIPLIER = 1.3f;
|
||||||
|
|
||||||
GLboolean stageSupported = GL_FALSE;
|
GLboolean stageSupported = GL_FALSE;
|
||||||
|
|
||||||
|
|
|
@ -226,12 +226,9 @@ cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how ex
|
||||||
cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
|
cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
|
||||||
cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
|
cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
|
||||||
|
|
||||||
#ifdef META_QUEST
|
//1.4 on both devices as per Bummsers suggestion (17/01/2023)
|
||||||
cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
|
|
||||||
#endif
|
|
||||||
#ifdef PICO_XR
|
|
||||||
cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1.4", "global rendering brightness"};
|
cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1.4", "global rendering brightness"};
|
||||||
#endif
|
|
||||||
cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
|
cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
|
||||||
cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
|
cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
|
||||||
cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
|
cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
|
||||||
|
|
Loading…
Reference in a new issue