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Version 1.052
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- Fixed Bezier Blur Curve affecting brightness
- Changes saturation default slightly
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MaxG2D authored Aug 26, 2024
1 parent cdc30c3 commit 3bd7828
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Showing 2 changed files with 4 additions and 5 deletions.
7 changes: 3 additions & 4 deletions Shaders/HDRMotionBlur.fx
Original file line number Diff line number Diff line change
Expand Up @@ -326,10 +326,10 @@ float4 BlurPS(float4 p : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
if (UI_BLUR_CURVE == 1)
{
// Blur Loop - Bezier
for (float s = 0.0; s <= 1.0; s += 1.0 / SamplesMinusOne)
for (float s = 0; s < BLUR_SAMPLES; s++)
{
float2 SampleCoord = BezierCurveCubic(p0, p1, p2, p3, s);
Sampled = tex2D(ReShade::BackBuffer, SampleCoord + SampleDist * (s - HalfSampleSwitchInv) + (NoiseOffset * UI_BLUR_BLUE_NOISE * 2));
Sampled = tex2D(ReShade::BackBuffer, texcoord + SampleDist + SampleDist * (s - HalfSampleSwitchInv) + (NoiseOffset * UI_BLUR_BLUE_NOISE * 2));

if (UI_BLUR_BLUE_NOISE_DEBUG)
{
Expand All @@ -350,10 +350,9 @@ float4 BlurPS(float4 p : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
Sampled.rgb = sRGBToLinear_Safe(Sampled.rgb);
#endif

SummedSamples += Sampled;
SummedSamples += Sampled / BLUR_SAMPLES;
Color.rgb = max(Color.rgb, Sampled.rgb);
}
SummedSamples /= SamplesMinusOne;
}

else if (UI_BLUR_CURVE == 0)
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2 changes: 1 addition & 1 deletion Shaders/HDRSaturation.fx
Original file line number Diff line number Diff line change
Expand Up @@ -94,7 +94,7 @@ uniform float UI_SATURATION_COLORS_LIMIT <
ui_tooltip = "Avoid clipping out color details.";
ui_step = 0.01;
ui_type = "slider";
> = 0.70;
> = 0.50;

uniform float UI_SATURATION_GAMUT_EXPANSION_CLIPPING_LIMIT <
ui_category = "Saturation - Advanced";
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