- prevent excessively bright pixels as this is actually visible on a HDR monitor

This commit is contained in:
Magnus Norddahl 2019-04-11 03:34:34 +02:00
parent 5f70ce2148
commit db4310ca6b

View file

@ -7,6 +7,8 @@ layout(binding=1) uniform sampler2D DitherTexture;
vec4 ApplyGamma(vec4 c)
{
c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light
vec3 valgray;
if (GrayFormula == 0)
valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;