[SLW] improve brightness fix

This commit is contained in:
Michael 2018-02-25 07:59:28 -08:00
parent 4e07f2ec85
commit 33e3e0c86d
3 changed files with 3 additions and 3 deletions

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@ -1,6 +1,6 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float brightnessMultiplier = 1.6; const float brightnessMultiplier = 1.777777777777778;
// shader 7658289ba65cb755 // shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0

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@ -1,6 +1,6 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float brightnessMultiplier = 1.6; const float brightnessMultiplier = 1.777777777777778;
// shader 971a39bb79e32fd1 // shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8]; uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0

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@ -1,6 +1,6 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float brightnessMultiplier = 1.6; const float brightnessMultiplier = 1.777777777777778;
// shader e1d2a971c93cd82a // shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8]; uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0