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Clamp alpha for blur effect to mitigate image retention
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@ -92,7 +92,14 @@ void Play_DrawMotionBlur(PlayState* this) {
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// @recomp Scale alpha based on the target framerate so that the blur effect decays at an equivalent rate
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// @recomp Scale alpha based on the target framerate so that the blur effect decays at an equivalent rate
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// to how it does in the original game's framerate.
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// to how it does in the original game's framerate.
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alpha = (s32)(recomp_powf(alpha / 255.0f, 20.0f / recomp_get_target_framerate(gFramerateDivisor)) * 255.0f);
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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 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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// of the target color when using an R8G8B8A8 framebuffer as RT64 currently does.
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// Not clamping leads to image retention at high framerates.
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alpha_float = MIN(alpha_float, 0.9f);
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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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func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
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func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
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