- added a vid_saturation control - works in postprocessing, only.
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6a402c28d8
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63da6e70c0
6 changed files with 18 additions and 1 deletions
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@ -149,6 +149,7 @@ CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_saturation)
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void FGLRenderer::RenderScreenQuad()
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@ -858,12 +859,14 @@ void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
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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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mPresentShader->Saturation.Set(1.0f);
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}
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else
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{
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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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mPresentShader->Saturation.Set(clamp<float>(vid_saturation, -3.0f, 3.f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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RenderScreenQuad();
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