- add gl_dither for toggling dithered output on and off

This commit is contained in:
Magnus Norddahl 2018-08-08 21:58:23 +02:00
commit d121fa21bf
6 changed files with 19 additions and 3 deletions

View file

@ -39,6 +39,7 @@ EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, gl_satformula)
EXTERN_CVAR(Bool, gl_dither)
//==========================================================================
//
@ -162,6 +163,7 @@ static void prepareInterleavedPresent(FPresentShaderBase& shader)
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
shader.Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()