From b2682b7c55c5056042decfa44470fe4d51512fd0 Mon Sep 17 00:00:00 2001 From: "Westley M. Martinez" Date: Fri, 30 Dec 2016 13:18:41 -0800 Subject: Add gamma correction for proper impulse response. --- hlsl/phosphor.fx | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 488b1d37dca..447bf0242f9 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -13,6 +13,7 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; + SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -26,6 +27,7 @@ texture LastPass; sampler PreviousSampler = sampler_state { Texture = ; + SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -134,11 +136,12 @@ float4 ps_main(PS_INPUT Input) : COLOR } // Prevent burn-in if (DeltaTime > 0.0f) { - float threshold = 0.5f / 255.0f; // Half-color increment + float threshold = 0.5f / 255.0f / 12.92; // Half-color increment r = max(0.0f, r - threshold); g = max(0.0f, g - threshold); b = max(0.0f, b - threshold); } + float RedMax = max(CurrPix.r, r); float GreenMax = max(CurrPix.g, g); float BlueMax = max(CurrPix.b, b); @@ -155,6 +158,7 @@ technique DefaultTechnique { pass Pass0 { + SRGBWriteEnable = TRUE; Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); -- cgit v1.2.3