Use a deeper hue

This commit is contained in:
Benau 2016-06-26 11:23:17 +08:00
parent f1dd7ce06e
commit 8497ad0204

View File

@ -1004,16 +1004,16 @@ void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
const video::E_RENDER_TYPE rt = mesh->mb->getRenderType(); const video::E_RENDER_TYPE rt = mesh->mb->getRenderType();
if (rt == video::ERT_RED) if (rt == video::ERT_RED)
{ {
op2s->setHueSaturation(0.7f, 0.7f); op2s->setHueSaturation(0.69f, 0.97f);
} }
else if (rt == video::ERT_BLUE) else if (rt == video::ERT_BLUE)
{ {
op2s->setHueSaturation(0.1f, 0.5f); op2s->setHueSaturation(0.01f, 0.97f);
} }
else else
{ {
// Reset if not using custom render type // Reset if not using custom render type
op2s->setHueSaturation(-1, -1); op2s->setHueSaturation(0.0f, 0.0f);
} }
} }
@ -1309,16 +1309,16 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
const video::E_RENDER_TYPE rt = mesh->mb->getRenderType(); const video::E_RENDER_TYPE rt = mesh->mb->getRenderType();
if (rt == video::ERT_RED) if (rt == video::ERT_RED)
{ {
iop2s->setHueSaturation(0.7f, 0.7f); iop2s->setHueSaturation(0.69f, 0.97f);
} }
else if (rt == video::ERT_BLUE) else if (rt == video::ERT_BLUE)
{ {
iop2s->setHueSaturation(0.1f, 0.5f); iop2s->setHueSaturation(0.01f, 0.97f);
} }
else else
{ {
// Reset if not using custom render type // Reset if not using custom render type
iop2s->setHueSaturation(-1, -1); iop2s->setHueSaturation(0.0f, 0.0f);
} }
} }