diff --git a/src/pp/pp_vis/pp_vis_gpu.g b/src/pp/pp_vis/pp_vis_gpu.g index 5083d3f9..95d6c46c 100644 --- a/src/pp/pp_vis/pp_vis_gpu.g +++ b/src/pp/pp_vis/pp_vis_gpu.g @@ -824,7 +824,6 @@ ComputeShader2D(V_CompositeCS, 8, 8) } } - // Premultiply selection_color.rgb *= selection_color.a; } @@ -886,7 +885,6 @@ ComputeShader2D(V_CompositeCS, 8, 8) } } - // Premultiply grid_color.rgb *= grid_color.a; } @@ -914,7 +912,8 @@ ComputeShader2D(V_CompositeCS, 8, 8) { crosshair_color = InvertColor(Color_White); } - crosshair_color = Premul(crosshair_color); + + crosshair_color.rgb *= crosshair_color.a; } } @@ -979,7 +978,7 @@ ComputeShader2D(V_BloomDownCS, 8, 8) { f32 luminance = LuminanceFromColor(src); f32 max_rgb = max(max(src.r, src.g), src.b); // So that we can get bloom on colors with high rgb, not just high luminance - f32 bright = max(luminance, max_rgb * 0.5); + f32 bright = max(luminance, (max_rgb - 1.0) * 0.5); if (bright > 0) { f32 threshold = 1.0; diff --git a/src/pp/pp_vis/pp_vis_shared.cgh b/src/pp/pp_vis/pp_vis_shared.cgh index 6acdf82f..873cf43a 100644 --- a/src/pp/pp_vis/pp_vis_shared.cgh +++ b/src/pp/pp_vis/pp_vis_shared.cgh @@ -189,7 +189,7 @@ Enum(V_OccluderKind) #define V_ParticleSimBasis 0xb49f2d9e406873b9ull #define V_ParticleColorBasis 0x569aa8341ecc0ea3ull -#define V_ParticleCellBasis 0xf60c0cff344b0c5dull +#define V_ParticleCellBasis 0xf60c0cff344b0c5dull #define V_ParticleStainBasis 0x3c64e8226d98d376ull Enum(V_ParticleFlag) @@ -228,7 +228,7 @@ Enum(V_ParticleFlag) /* Name */ Debris, \ /* Flags */ V_ParticleFlag_Ground | V_ParticleFlag_PruneWhenStill | V_ParticleFlag_StainWhenPruned, \ /* Stain rate, pen chance */ 0, 0, \ - /* Base color */ 2.0, 0.5, 0, 1 \ + /* Base color */ 2, 0.5, 0, 1 \ ) \ \ /* Air particles */ \