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I was testing BSNES and really liked the "Simulate NTSC gamma..." option, since it makes black be black. Which is one of the reasons I prefer to use OGL2 + shaders on PSX rather than PEOpS Soft. But, some of the shaders get overbright for some reason.
So I tried to modify the Brightness sample shader on Pete's site for something alike.
gpuPeteOGL2.slf
gpuPeteOGL2.slv
I think this just changes the levels rather than simulate the NTSC gamma (I don't know how such gamma is to begin with). But anyhow, would it be too difficult to add some kind of option to PEOpS Soft for this kind of thing?
So I tried to modify the Brightness sample shader on Pete's site for something alike.
gpuPeteOGL2.slf
Code:
uniform sampler2D OGL2Texture;
varying vec2 TCoord;
void main()
{
vec4 col;
col = texture2D(OGL2Texture, TCoord);
// 16-255
// col = col * 1.06694561 - 0.06694561;
// 16-235
col = col * 1.16438356 - 0.07305936;
gl_FragColor = col;
}
Code:
varying vec2 TCoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
TCoord = gl_MultiTexCoord0.xy;
}