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authorNiklas Haas <git@haasn.xyz>2017-09-22 21:08:08 +0200
committerNiklas Haas <git@haasn.xyz>2017-09-22 21:14:27 +0200
commitf3ec4946137a29e0b2c2bb181b369a3a770bf4bc (patch)
tree017ac7dab6b9e82c6efc113275e57a3316c80c6a /video
parente3288c4597b4231d7f25c2e7814489bcb4b69872 (diff)
downloadmpv-f3ec4946137a29e0b2c2bb181b369a3a770bf4bc.tar.bz2
mpv-f3ec4946137a29e0b2c2bb181b369a3a770bf4bc.tar.xz
vo_gpu: reduce the --alpha=blend-tiles checkerboard intensity
This was sort of grating by default and made it really hard to actually read e.g. text on top of a transparent background. I decided to approach the problem from both directions, making the whites darker and the grays lighter. This brings it closer to the dynamic range of e.g. the wikipedia transparent svg preview.
Diffstat (limited to 'video')
-rw-r--r--video/out/gpu/video.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/gpu/video.c b/video/out/gpu/video.c
index 1fe6bc5d8b..ae847b1782 100644
--- a/video/out/gpu/video.c
+++ b/video/out/gpu/video.c
@@ -2767,7 +2767,7 @@ static void pass_draw_to_screen(struct gl_video *p, struct ra_fbo fbo)
// Draw checkerboard pattern to indicate transparency
GLSLF("// transparency checkerboard\n");
GLSL(bvec2 tile = lessThan(fract(gl_FragCoord.xy * 1.0/32.0), vec2(0.5));)
- GLSL(vec3 background = vec3(tile.x == tile.y ? 1.0 : 0.75);)
+ GLSL(vec3 background = vec3(tile.x == tile.y ? 0.93 : 0.87);)
GLSL(color.rgb = mix(background, color.rgb, color.a);)
} else if (p->opts.alpha_mode == ALPHA_BLEND) {
// Blend into background color (usually black)