mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-08-24 23:26:50 +00:00
change scaling of saturate
This commit is contained in:
@@ -1520,7 +1520,10 @@ bool MenuCommon::RenderMenu()
|
||||
// DLSSG Mod
|
||||
if (State::Instance().api != DX11 && !State::Instance().isWorkingAsNvngx)
|
||||
{
|
||||
ImGui::SeparatorText("Frame Generation (DLSSG)");
|
||||
SeparatorWithHelpMarker("Frame Generation (Nukem's DLSSG via FSR FG)", "DLSSG via Nukem's FSR-FG using dlss-to-fsr3 mod,\n"
|
||||
"for using DLSS G in game by using\n"
|
||||
"dlssg_to_fsr3_amd_is_better.dll file\n"
|
||||
"for creating better DLSS G frame generation");
|
||||
|
||||
auto dlssgEnabled = Config::Instance()->DLSSGMod.value_or_default();
|
||||
if (ImGui::Checkbox("DLSSG Enabled", &dlssgEnabled))
|
||||
@@ -1532,7 +1535,7 @@ bool MenuCommon::RenderMenu()
|
||||
else
|
||||
Config::Instance()->FGUseFGSwapChain.reset();
|
||||
}
|
||||
ShowHelpMarker("These settings will become active on next boot!");
|
||||
ShowHelpMarker("These settings will become active on next boot!\nTo use, select DLSS FG in-game.");
|
||||
|
||||
if (Config::Instance()->DLSSGMod.value_or_default() && !State::Instance().NukemsFilesAvailable)
|
||||
ImGui::TextColored(ImVec4(1.f, 0.f, 0.f, 1.f), "Please put dlssg_to_fsr3_amd_is_better.dll next to OptiScaler");
|
||||
|
||||
@@ -1 +1 @@
|
||||
#define VER_BUILD_DATE "20250202_031121"
|
||||
#define VER_BUILD_DATE "20250202_134423"
|
||||
|
||||
@@ -12,6 +12,9 @@ Texture2D<float> SourceTexture : register(t0);
|
||||
// Output texture
|
||||
RWTexture2D<float> DestinationTexture : register(u0);
|
||||
|
||||
//static const float maxFloatValue = 3.402823466e+38f; // FLT_MAX
|
||||
static const float maxFloatValue = 10000.0f; // FLT_MAX
|
||||
|
||||
// Compute shader thread group size
|
||||
[numthreads(16, 16, 1)]
|
||||
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
|
||||
@@ -21,9 +24,10 @@ void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
|
||||
|
||||
// Load the pixel value from the source texture
|
||||
float srcColor = SourceTexture.Load(int3(pixelCoord, 0));
|
||||
float normalizedColor = srcColor / maxFloatValue;
|
||||
|
||||
// Write the pixel value to the destination texture
|
||||
DestinationTexture[pixelCoord] = saturate(srcColor);
|
||||
DestinationTexture[pixelCoord] = saturate(normalizedColor);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
Reference in New Issue
Block a user