- fixed dither math.

This commit is contained in:
Christoph Oelckers 2018-08-11 09:27:35 +02:00
parent ecdc485e05
commit 19a5a2fd2b
2 changed files with 3 additions and 3 deletions

View file

@ -236,11 +236,11 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
// Full screen exclusive mode treats a rgba16f frame buffer as linear. // Full screen exclusive mode treats a rgba16f frame buffer as linear.
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that. // It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
mPresentShader->Uniforms->InvGamma *= 2.2f; mPresentShader->Uniforms->InvGamma *= 2.2f;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)(1 << gl_dither_bpc - 1); mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
} }
else else
{ {
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)(1 << gl_dither_bpc - 1); mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
} }
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() }; mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set(); mPresentShader->Uniforms.Set();

View file

@ -163,7 +163,7 @@ static void prepareInterleavedPresent(FPresentShaderBase& shader)
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f); shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula); shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
} }
shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)(1 << gl_dither_bpc - 1); shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
shader.Uniforms->Scale = { shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(), screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight() screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()