[BotW] Proper fix for Clarity's dark shadows issue with Vulkan

Simply changing the value to 0 fixes it for some reason.
This commit is contained in:
Crementif 2020-01-29 19:27:55 +01:00
parent b852008750
commit 854e59f515
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@ -1331,11 +1331,7 @@ vec3 LevelsPass(vec3 inputColor) {
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor; vec3 color = inputColor;
#ifdef VULKAN
color = color * white_point_float;
#else
color = color * white_point_float - (black_point_float * white_point_float); color = color * white_point_float - (black_point_float * white_point_float);
#endif
return color; return color;
} }
@ -1345,7 +1341,7 @@ vec3 LevelsPass(vec3 inputColor) {
vec3 FilmPass(vec3 inputColor) { vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb; vec3 B = inputColor.rgb;
vec3 G = B; vec3 G = B;
vec3 H = vec3(0.01); vec3 H = vec3(0.0);
B = clamp(B, 0.0, 1.); B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization)); B = pow(vec3(B), vec3(Linearization));