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authorVito Caputo <vcaputo@pengaru.com>2017-08-08 10:40:14 -0700
committerVito Caputo <vcaputo@pengaru.com>2019-11-13 02:17:54 -0800
commit8acb27a788f24f85f38cf4ca45f2c3124128fa26 (patch)
tree7b747bb9a50bf3f804ac11e03149dd347839f6fc /src/modules
parent448362dcd54c1275ec80d16bcb4d88732f6912f2 (diff)
ray: add rudimentary gamma correction
color banding has been quite visible, and somewhat expected with a direct conversion from the linear float color space to the 8-bit integral rgb color components. A simple lookup table is used here to non-linearly map the values, table generation is taken from Greg Ward's REAL PIXELS gem in Graphics Gems II.
Diffstat (limited to 'src/modules')
-rw-r--r--src/modules/ray/ray.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/modules/ray/ray.c b/src/modules/ray/ray.c
index 5a2dd40..c0c067e 100644
--- a/src/modules/ray/ray.c
+++ b/src/modules/ray/ray.c
@@ -112,7 +112,8 @@ static ray_scene_t scene = {
.objects = objects,
.lights = lights,
.ambient_color = { .x = 1.0f, .y = 1.0f, .z = 1.0f },
- .ambient_brightness = .04f,
+ .ambient_brightness = .1f,
+ .gamma = .55f,
};
static float r;
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