Make sure we never pass a negative value to pow, and optimize gamma uniform

This commit is contained in:
Magnus Norddahl 2016-08-16 00:01:18 +02:00
commit a8d1197ea7
4 changed files with 7 additions and 7 deletions

View file

@ -306,13 +306,13 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->InputTexture.Set(0);
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->Gamma.Set(1.0f);
mPresentShader->InvGamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}