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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Reduce alpha clamp for blur to prevent image retention, update RT64
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fe284112bc
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lib/rt64
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lib/rt64
@ -1 +1 @@
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Subproject commit 788070540da4254be6b242108528ba3789139d46
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Subproject commit 7e2479d6b63ab4447635fadbb16ce3cf416afb00
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@ -97,10 +97,10 @@ void Play_DrawMotionBlur(PlayState* this) {
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s32 original_alpha = alpha;
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s32 original_alpha = alpha;
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f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor);
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f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor);
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f32 alpha_float = recomp_powf(alpha / 255.0f, exponent);
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f32 alpha_float = recomp_powf(alpha / 255.0f, exponent);
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// Clamp to an alpha of 0.9, which ensures that the output color converges to within a reasonable delta
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// Clamp the blur alpha, which ensures that the output color converges to within a reasonable delta of the target color
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// of the target color when using an R8G8B8A8 framebuffer as RT64 currently does.
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// when using an R8G8B8A8 framebuffer as RT64 currently does. Although this makes the effect less noticeable at high framerates,
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// Not clamping leads to image retention at high framerates.
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// not clamping leads to noticeable image retention.
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alpha_float = MIN(alpha_float, 0.9f);
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alpha_float = MIN(alpha_float, 0.825f);
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alpha = (s32)(alpha_float * 255.0f);
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alpha = (s32)(alpha_float * 255.0f);
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if (sMotionBlurStatus == MOTION_BLUR_PROCESS) {
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if (sMotionBlurStatus == MOTION_BLUR_PROCESS) {
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