change gamma handling and reduce default glowfactor

This commit is contained in:
hunterk 2016-08-26 05:50:41 -05:00
parent cc581b1418
commit 1ef9a493d0

View file

@ -15,6 +15,7 @@ layout(push_constant) uniform Push
float hardBloomScan;
float shape;
float glowFactor;
float gamma;
} params;
#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0
@ -26,7 +27,8 @@ layout(push_constant) uniform Push
#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1
#pragma parameter bloomAmount "bloom amount" 0.15 0.0 1.0 0.05
#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05
#pragma parameter glowFactor "Glow Strength" 0.2 0.0 1.0 0.01
#pragma parameter glowFactor "Glow Strength" 0.15 0.0 1.0 0.01
#pragma parameter gamma "Gamma Adjustment" 1.5 0.0 5.0 0.05
#define DO_BLOOM
@ -228,7 +230,7 @@ void main()
outColor.rgb *= Mask(vTexCoord.xy / params.OutputSize.zw * 1.000001);
if (params.glowFactor > 0.0)
outColor = mix(outColor, pow(texture(HALATION_BLUR, pos).rgb, mix(vec3(0.75), vec3(0.1), params.glowFactor)), params.glowFactor);
outColor = mix(outColor, texture(HALATION_BLUR, pos.xy).rgb, params.glowFactor);
FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
FragColor = vec4(pow(ToSrgb(outColor.rgb), vec3(1.0 / params.gamma)), 1.0);
}