]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
consistently move scenebrightness after contrastboost
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 24 Dec 2007 05:09:55 +0000 (05:09 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 24 Dec 2007 05:09:55 +0000 (05:09 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7854 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 45134017ea8b23487b385ed020b2eb25cb8bfb65..88ea234e78c2e8f003ae7860e9f52bff53c8d509 100644 (file)
@@ -1449,15 +1449,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
        {
                // The formula used is actually:
-               //   color.rgb *= SceneBrightness;
                //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
-               // I simplify that to
-               //   color.rgb *= [[SceneBrightness * ContrastBoost]];
-               //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
-               // and Black:
-               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
+               //   color.rgb *= SceneBrightness;
+               // simplified:
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
                // and do [[calculations]] here in the engine
-               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
                if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
        }
        else
@@ -3247,15 +3244,15 @@ void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as t
                {
                        vec3_t fogvec;
                        VectorCopy(r_refdef.fogcolor, fogvec);
-                       //   color.rgb *= SceneBrightness;
-                       VectorScale(fogvec, r_view.colorscale, fogvec);
                        if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
                        {
-                               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
-                               fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
-                               fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
-                               fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+                               //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
+                               fogvec[0] /= ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+                               fogvec[1] /= ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+                               fogvec[2] /= ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
                        }
+                       //   color.rgb *= ContrastBoost * SceneBrightness;
+                       VectorScale(fogvec, r_glsl_contrastboost.value * r_view.colorscale, fogvec);
                        r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
                        r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
                        r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);