mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 15:00:30 +02:00
Compute the product as (c+0.5) * (2f+1)/512, which is still exact in fp32, and use mediump where highp isn't available instead of falling back to the old blend. Simulated over all inputs, about 3% of fp16 results come out a level too bright, against nearly half with the plain blend factors. With mediump forced on NVIDIA's Vulkan driver (which runs it as fp16), the Split/Second bloom dumps land within 2% of the highp result. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>