mirror of https://github.com/PCSX2/pcsx2.git
glsl: (colclip) HDR doesn't need wrapping neither clamping
Might save a couple of instruction in the PS
This commit is contained in:
parent
8a4c0e9782
commit
bd0de8fbaf
|
@ -442,7 +442,7 @@ void ps_blend(inout vec4 Color, float As)
|
|||
// FIXME dithering
|
||||
|
||||
// Correct the Color value based on the output format
|
||||
#if PS_COLCLIP == 0
|
||||
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||||
// Standard Clamp
|
||||
Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
|
||||
#endif
|
||||
|
@ -457,7 +457,7 @@ void ps_blend(inout vec4 Color, float As)
|
|||
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
|
||||
|
||||
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
|
||||
#elif PS_COLCLIP == 1
|
||||
#elif PS_COLCLIP == 1 && PS_HDR == 0
|
||||
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1301,7 +1301,7 @@ static const char* tfx_fs_all_glsl =
|
|||
" // FIXME dithering\n"
|
||||
"\n"
|
||||
" // Correct the Color value based on the output format\n"
|
||||
"#if PS_COLCLIP == 0\n"
|
||||
"#if PS_COLCLIP == 0 && PS_HDR == 0\n"
|
||||
" // Standard Clamp\n"
|
||||
" Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));\n"
|
||||
"#endif\n"
|
||||
|
@ -1316,7 +1316,7 @@ static const char* tfx_fs_all_glsl =
|
|||
" // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n"
|
||||
"\n"
|
||||
" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));\n"
|
||||
"#elif PS_COLCLIP == 1\n"
|
||||
"#elif PS_COLCLIP == 1 && PS_HDR == 0\n"
|
||||
" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
|
|
Loading…
Reference in New Issue