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Make sure we never pass a negative value to pow, and optimize gamma uniform
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a03b2ff48b
commit
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4 changed files with 7 additions and 7 deletions
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@ -306,13 +306,13 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mPresentShader->InputTexture.Set(0);
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->Gamma.Set(1.0f);
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mPresentShader->InvGamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Brightness.Set(0.0f);
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}
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else
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{
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mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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@ -60,7 +60,7 @@ void FPresentShader::Bind()
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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InputTexture.Init(mShader, "InputTexture");
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Gamma.Init(mShader, "Gamma");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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@ -9,7 +9,7 @@ public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniform1f Gamma;
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FBufferedUniform1f InvGamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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@ -3,14 +3,14 @@ in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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uniform float Gamma;
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uniform float InvGamma;
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uniform float Contrast;
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uniform float Brightness;
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vec4 ApplyGamma(vec4 c)
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{
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vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
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val = pow(val, vec3(1.0 / Gamma));
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vec3 val = max(c.rgb * Contrast - (Contrast - 1.0) * 0.5, vec3(0.0));
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val = pow(val, vec3(InvGamma));
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val += Brightness * 0.5;
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return vec4(val, c.a);
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}
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