Add gamma correction for proper impulse response.

This commit is contained in:
Westley M. Martinez 2016-12-30 13:18:41 -08:00
parent f1da2ecffa
commit b2682b7c55

View File

@ -13,6 +13,7 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -26,6 +27,7 @@ texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@ -134,11 +136,12 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
// Prevent burn-in
if (DeltaTime > 0.0f) {
float threshold = 0.5f / 255.0f; // Half-color increment
float threshold = 0.5f / 255.0f / 12.92; // Half-color increment
r = max(0.0f, r - threshold);
g = max(0.0f, g - threshold);
b = max(0.0f, b - threshold);
}
float RedMax = max(CurrPix.r, r);
float GreenMax = max(CurrPix.g, g);
float BlueMax = max(CurrPix.b, b);
@ -155,6 +158,7 @@ technique DefaultTechnique
{
pass Pass0
{
SRGBWriteEnable = TRUE;
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();