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Fixed an issue where lowered saturation would not work correctly when combined with scanline rendering.
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@ -101,13 +101,6 @@ void main()
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float h_weight_00 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_00);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(color.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, color.rgb, saturation);
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color = vec4(blendedColor, color.a);
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}
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color *= vec4(h_weight_00, h_weight_00, h_weight_00, h_weight_00);
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// Get closest horizontal neighbour to blend.
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@ -122,13 +115,6 @@ void main()
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}
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vec4 colorNB = TEX2D(texture_coords + coords01);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(colorNB.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, colorNB.rgb, saturation);
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colorNB = vec4(blendedColor, colorNB.a);
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}
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float h_weight_01 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_01);
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@ -152,13 +138,6 @@ void main()
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}
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colorNB = TEX2D(texture_coords + coords10);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale = vec3(dot(colorNB.rgb, vec3(0.34, 0.55, 0.11)));
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vec3 blendedColor = mix(grayscale, colorNB.rgb, saturation);
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colorNB = vec4(blendedColor, colorNB.a);
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}
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float v_weight_10 = dy / SPOT_HEIGHT;
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WEIGHT(v_weight_10);
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@ -170,6 +149,15 @@ void main()
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color *= vec4(COLOR_BOOST);
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vec4 colorTemp = clamp(GAMMA_OUT(color), 0.0, 1.0);
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale;
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grayscale = vec3(dot(colorTemp.bgr, vec3(0.0721, 0.7154, 0.2125)));
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vec3 blendedColor = mix(grayscale, colorTemp.rgb, saturation);
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colorTemp = vec4(blendedColor, colorTemp.a);
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}
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FragColor = vec4(colorTemp.rgb, colorTemp.a * opacity);
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}
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#endif
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