Tweak the dither math.
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parent
a0521259a7
commit
05b33078fb
5 changed files with 12 additions and 6 deletions
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@ -164,9 +164,13 @@ Class MariFXHandler : StaticEventHandler
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Shader.SetUniform2f(p,"mfx_palette","sfact",mfx_retroenable?bresl:rresl);
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Shader.SetUniform1f(p,"mfx_palette","palsat",mfx_palsat);
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Shader.SetUniform1f(p,"mfx_palette","palpow",mfx_palpow);
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Shader.SetUniform1i(p,"mfx_palette","paldepth",mfx_paldepth);
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Shader.SetUniform1i(p,"mfx_palette","paldepth",int(2.**mfx_paldepth)-1);
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switch ( mfx_paldither )
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{
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case 0:
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Shader.SetUniform1i(p,"mfx_palette","dsize",2);
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Shader.SetUniform1i(p,"mfx_palette","doffset",0);
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break;
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case 1:
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Shader.SetUniform1i(p,"mfx_palette","dsize",2);
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Shader.SetUniform1i(p,"mfx_palette","doffset",2);
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@ -184,7 +188,7 @@ Class MariFXHandler : StaticEventHandler
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Shader.SetUniform1i(p,"mfx_palette","doffset",16);
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break;
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default:
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Shader.SetUniform1i(p,"mfx_palette","dsize",2);
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Shader.SetUniform1i(p,"mfx_palette","dsize",1);
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Shader.SetUniform1i(p,"mfx_palette","doffset",0);
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break;
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}
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