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As of Aali's latest driver, FMV (Steam versions) seem to be way too bright. I vaguely remember some sort of fix for the shaders that sorted this. But I can't find it. Anyone?
if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0); else rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);
rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0);
float y = texture2D(y_tex, gl_TexCoord[0].st).x;
float y = texture2D(y_tex, gl_TexCoord[0].st).x - 1.0/16.0;
#version 110uniform sampler2D y_tex;uniform sampler2D u_tex;uniform sampler2D v_tex;uniform bool full_range;const mat3 mpeg_rgb_transform = mat3( 1.164, 1.164, 1.164, 0.0, -0.392, 2.017, 1.596, -0.813, 0.0);const mat3 jpeg_rgb_transform = mat3( 1.0, 1.0, 1.0, 0.0, -0.343, 1.765, 1.4, -0.711, 0.0);void main(){ float y = texture2D(y_tex, gl_TexCoord[0].st).x; float u = texture2D(u_tex, gl_TexCoord[0].st).x - 0.5; float v = texture2D(v_tex, gl_TexCoord[0].st).x - 0.5; vec3 yuv_color = vec3(y, u, v); vec4 rgba_color; if(full_range) rgba_color = vec4(jpeg_rgb_transform * yuv_color, 1.0); else { yuv_color.x = yuv_color.x - (1.0 / 16.0); rgba_color = vec4(mpeg_rgb_transform * yuv_color, 1.0); } gl_FragColor = rgba_color;}
Yes, you're right, I didn't see that one. Now your corrected formula looks correct for both ranges.Your change will break full range codecs though so try this shader instead:
Well i did find replacing the "ffmpeg_movies.fgp" from 0.7.11 seemed to fix the problem in 0.8.1 but i suppose could have caused other problems since i didn't fully test it (only tested 2 movies at the start of the game), it was just a observation after testing a few things.That's fixed it. Star. Weird though that with Kranmer it was being fixed by replacing the old plugin with new. (Not shaders).