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authorthexai <58434170+thexai@users.noreply.github.com>2024-02-18 12:12:05 +0100
committerthexai <58434170+thexai@users.noreply.github.com>2024-02-22 18:10:19 +0100
commit19c6aae0445b7476939816586a8ad3e219934cbb (patch)
tree4b1a4deef0311bd450c348bd760cab50038ff8ab /system
parent480476cb59264f54d0c85da2529d2bd64a4874ad (diff)
[Windows] Fix inaccurate 10-bit SDR / HDR color using Pixel Shaders
Diffstat (limited to 'system')
-rw-r--r--system/shaders/output_d3d.fx2
1 files changed, 1 insertions, 1 deletions
diff --git a/system/shaders/output_d3d.fx b/system/shaders/output_d3d.fx
index fd5fff1d53..e3a66abbe1 100644
--- a/system/shaders/output_d3d.fx
+++ b/system/shaders/output_d3d.fx
@@ -194,7 +194,7 @@ float4 OUTPUT_PS(VS_OUTPUT In) : SV_TARGET
{
float4 color = g_Texture.Sample(KernelSampler, In.TextureUV);
[flatten] if (m_params.x)
- color = saturate(0.0625 + color * 219.0 / 255.0);
+ color = saturate((64.0 / 1023.0) + color * (940.0 - 64.0) / 1023.0);
color *= m_params.y * 2.0;
color += m_params.z - 0.5;