Remove all unneed gamma correction when advanced pipeline off

Except for the colorization stuff
This commit is contained in:
Benau 2018-01-23 01:16:45 +08:00
parent 86393ba0a9
commit e5cdf3a086
7 changed files with 4 additions and 23 deletions

View File

@ -30,9 +30,6 @@ void main(void)
}
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)

View File

@ -16,9 +16,6 @@ void main(void)
layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb;
vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a);
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)

View File

@ -18,7 +18,8 @@ void main()
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
#if !defined(Advanced_Lighting_Enabled)
float saturation = mask * 2.1;
// For similar color
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
#endif
@ -29,9 +30,5 @@ void main()
}
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);
}

View File

@ -28,9 +28,6 @@ void main(void)
}
vec3 final_color = col.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)

View File

@ -23,6 +23,7 @@ void main()
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
#if !defined(Advanced_Lighting_Enabled)
// For similar color
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
@ -34,9 +35,6 @@ void main()
}
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)

View File

@ -21,6 +21,7 @@ void main(void)
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
#if !defined(Advanced_Lighting_Enabled)
// For similar color
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
@ -32,9 +33,6 @@ void main(void)
}
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)

View File

@ -18,9 +18,6 @@ void main(void)
}
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)