- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
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1973001834
5 changed files with 24 additions and 4 deletions
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@ -167,6 +167,7 @@ void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
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shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
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shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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shader.Uniforms->HdrMode = 0;
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shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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shader.Uniforms->Scale = {
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screen->mScreenViewport.width / (float)mBuffers->GetWidth(),
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