diff --git a/src/games/ys10/tonemapper.hlsl b/src/games/ys10/tonemapper.hlsl index 528813c9..5759b3f9 100644 --- a/src/games/ys10/tonemapper.hlsl +++ b/src/games/ys10/tonemapper.hlsl @@ -33,14 +33,14 @@ float3 applyUserTonemap(float3 untonemapped) { float renoDRTSaturation = 1.f; // float renoDRTHighlights = 1.f; - if (injectedData.toneMapType != 0) { // UserColorGrading, pre-tonemap + if (injectedData.toneMapType != 0) { // UserColorGrading, for our sliders outputColor.rgb = renodx::color::grade::UserColorGrading( outputColor.rgb, injectedData.colorGradeExposure, // exposure injectedData.colorGradeHighlights, // highlights injectedData.colorGradeShadows, // shadows injectedData.colorGradeContrast, // contrast - 1.f, // saturation, we'll do this post-tonemap + injectedData.colorGradeSaturation, // saturation 0.f, // dechroma, we don't need it 0.f); // hue correction, might not need it [yet] } @@ -60,23 +60,10 @@ float3 applyUserTonemap(float3 untonemapped) { } else if (injectedData.toneMapType == 3.f) { // baby reinhard float ReinhardPeak = injectedData.toneMapPeakNits / injectedData.toneMapGameNits; outputColor.rgb = fast_reinhard(outputColor.rgb, ReinhardPeak); - } else if (injectedData.toneMapType == 4.f) { // Frostbite float frostbitePeak = injectedData.toneMapPeakNits / injectedData.toneMapGameNits; outputColor = renodx::tonemap::frostbite::BT709(outputColor, frostbitePeak); } - if (injectedData.toneMapType != 0) { // UserColorGrading, post-tonemap - outputColor.rgb = renodx::color::grade::UserColorGrading( - outputColor.rgb, - 1.f, // exposure - 1.f, // highlights - 1.f, // shadows - 1.f, // contrast - injectedData.colorGradeSaturation, // saturation - 0.f, // dechroma, we don't need it - 0.f); // hue correction, might not need it [yet] - } - return outputColor; } \ No newline at end of file