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
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@ -442,7 +442,7 @@ void ps_blend(inout vec4 Color, float As)
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// FIXME dithering
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// FIXME dithering
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// Correct the Color value based on the output format
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// Correct the Color value based on the output format
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#if PS_COLCLIP == 0
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#if PS_COLCLIP == 0 && PS_HDR == 0
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// Standard Clamp
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// Standard Clamp
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Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
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Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
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#endif
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#endif
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@ -457,7 +457,7 @@ void ps_blend(inout vec4 Color, float As)
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
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#elif PS_COLCLIP == 1
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#elif PS_COLCLIP == 1 && PS_HDR == 0
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
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#endif
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#endif
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@ -1301,7 +1301,7 @@ static const char* tfx_fs_all_glsl =
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" // FIXME dithering\n"
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" // FIXME dithering\n"
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"\n"
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"\n"
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" // Correct the Color value based on the output format\n"
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" // Correct the Color value based on the output format\n"
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"#if PS_COLCLIP == 0\n"
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"#if PS_COLCLIP == 0 && PS_HDR == 0\n"
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" // Standard Clamp\n"
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" // Standard Clamp\n"
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" Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));\n"
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" Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));\n"
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"#endif\n"
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"#endif\n"
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@ -1316,7 +1316,7 @@ static const char* tfx_fs_all_glsl =
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" // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n"
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" // In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania\n"
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"\n"
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"\n"
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" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));\n"
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" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));\n"
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"#elif PS_COLCLIP == 1\n"
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"#elif PS_COLCLIP == 1 && PS_HDR == 0\n"
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" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));\n"
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" Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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