- add gl_dither for toggling dithered output on and off
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6 changed files with 19 additions and 3 deletions
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@ -39,6 +39,7 @@ EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Int, gl_satformula)
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EXTERN_CVAR(Bool, gl_dither)
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//==========================================================================
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//
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@ -162,6 +163,7 @@ static void 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->ColorScale = gl_dither ? 255.0f : 0.0f;
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shader.Uniforms->Scale = {
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screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
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