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authorNiklas Haas <git@nand.wakku.to>2016-05-30 12:30:23 +0200
committerwm4 <wm4@nowhere>2016-05-30 16:58:22 +0200
commit48015009b7f8073de1a81cf9624c104f071496bc (patch)
treee6fae680dde239f8a25fe2ec4fd3fd738e66591d /video/out/opengl/video_shaders.c
parent899d3e55b341874cce5145db3511fcaa166dc50b (diff)
downloadmpv-48015009b7f8073de1a81cf9624c104f071496bc.tar.bz2
mpv-48015009b7f8073de1a81cf9624c104f071496bc.tar.xz
vo_opengl: rename tone-mapping=simple to reinhard
This is the canonical name for the algorithm. I simply didn't know it before.
Diffstat (limited to 'video/out/opengl/video_shaders.c')
-rw-r--r--video/out/opengl/video_shaders.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c
index 1999172ee7..911bf377c7 100644
--- a/video/out/opengl/video_shaders.c
+++ b/video/out/opengl/video_shaders.c
@@ -327,7 +327,7 @@ void pass_tone_map(struct gl_shader_cache *sc, float peak_src, float peak_dst,
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
break;
- case TONE_MAPPING_SIMPLE: {
+ case TONE_MAPPING_REINHARD: {
float contrast = isnan(param) ? 0.5 : param,
offset = (1.0 - contrast) / contrast;
GLSLF("color.rgb = color.rgb / (color.rgb + vec3(%f));\n", offset);