CModelShaders: Update kRGBToYPrime approximation

Fixes opacity issues with arm cannon, HUD & more
This commit is contained in:
Luke Street 2020-09-25 00:59:16 -04:00
parent 8b597112be
commit bbf66133c5
3 changed files with 3 additions and 3 deletions

View File

@ -21,7 +21,7 @@ TBINDING11 uniform samplerCube reflectionTex;
TBINDING11 uniform sampler2D reflectionTex; TBINDING11 uniform sampler2D reflectionTex;
#endif #endif
const vec3 kRGBToYPrime = vec3(0.257, 0.504, 0.098); const vec3 kRGBToYPrime = vec3(0.299, 0.587, 0.114);
/* /*
#if defined(ALPHA_%s) #if defined(ALPHA_%s)

View File

@ -20,7 +20,7 @@ TextureCube reflectionTex : register(t11);
Texture2D reflectionTex : register(t11); Texture2D reflectionTex : register(t11);
#endif #endif
static const float3 kRGBToYPrime = float3(0.257, 0.504, 0.098); static const float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
/* /*
#if defined(ALPHA_%s) #if defined(ALPHA_%s)

View File

@ -1,4 +1,4 @@
constant float3 kRGBToYPrime = float3(0.257, 0.504, 0.098); constant float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
/* /*
#if defined(ALPHA_%s) #if defined(ALPHA_%s)