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With hdr = 1 the game's tonemap shader is replaced by one that keeps highlights up to the display's peak, the present reads the float picture the game copies into its 8-bit window texture, and a compute pass encodes it as PQ in Rec. 2020 for an HDR10 swapchain. Peak, paper white and HUD brightness are live settings in the menu and totk.ini. The approach follows the RenoDX TotK mod by souperman9 and Musa; no code was copied. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
9 lines
269 B
GLSL
9 lines
269 B
GLSL
#version 450
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// One triangle over the whole target, for hdr_ui.frag (runtime/vk_hdr.c vk_hdr_ui_compose).
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layout(location = 0) out vec2 uv;
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void main() {
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uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
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}
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