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	Reduce alpha clamp for blur to prevent image retention, update RT64
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					 2 changed files with 5 additions and 5 deletions
				
			
		
							
								
								
									
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							|  | @ -1 +1 @@ | |||
| Subproject commit 788070540da4254be6b242108528ba3789139d46 | ||||
| Subproject commit 7e2479d6b63ab4447635fadbb16ce3cf416afb00 | ||||
|  | @ -97,10 +97,10 @@ void Play_DrawMotionBlur(PlayState* this) { | |||
|         s32 original_alpha = alpha; | ||||
|         f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor); | ||||
|         f32 alpha_float = recomp_powf(alpha / 255.0f, exponent); | ||||
|         // Clamp to an alpha of 0.9, which ensures that the output color converges to within a reasonable delta
 | ||||
|         // of the target color when using an R8G8B8A8 framebuffer as RT64 currently does.
 | ||||
|         // Not clamping leads to image retention at high framerates.
 | ||||
|         alpha_float = MIN(alpha_float, 0.9f); | ||||
|         // Clamp the blur alpha, which ensures that the output color converges to within a reasonable delta of the target color
 | ||||
|         // when using an R8G8B8A8 framebuffer as RT64 currently does. Although this makes the effect less noticeable at high framerates,
 | ||||
|         // not clamping leads to noticeable image retention.
 | ||||
|         alpha_float = MIN(alpha_float, 0.825f); | ||||
|         alpha = (s32)(alpha_float * 255.0f); | ||||
| 
 | ||||
|         if (sMotionBlurStatus == MOTION_BLUR_PROCESS) { | ||||
|  |  | |||
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