- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
This commit is contained in:
parent
d121fa21bf
commit
ecdc485e05
3 changed files with 15 additions and 6 deletions
|
|
@ -39,7 +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)
|
||||
EXTERN_CVAR(Int, gl_dither_bpc)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
@ -163,7 +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->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)(1 << gl_dither_bpc - 1);
|
||||
shader.Uniforms->Scale = {
|
||||
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
|
||||
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue