4.0-523 6 jaar, 11 maanden geleden PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
4.0-522 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for alpha testing.
4.0-521 6 jaar, 11 maanden geleden PixelShaderGen: Make SampleTexture static inline.
4.0-520 6 jaar, 11 maanden geleden OGL: Force highp for integers.
4.0-516 6 jaar, 11 maanden geleden VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
4.0-515 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for z textures.
4.0-514 6 jaar, 11 maanden geleden PixelShaderGen: Define idot for int4 vectors, too.
4.0-513 6 jaar, 11 maanden geleden PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
4.0-512 6 jaar, 11 maanden geleden Fix LightingShaderGen multiplying by wrong types.
4.0-511 6 jaar, 11 maanden geleden LightingShaderGen: Perform more lighting calculations with integers.
4.0-510 6 jaar, 11 maanden geleden LightingShaderGen: Perform some lighting calculations with integers.
4.0-509 6 jaar, 11 maanden geleden ShaderGen: Store material uniforms as integers.
4.0-508 6 jaar, 11 maanden geleden ShaderGen: Store light color uniforms as integers.
4.0-507 6 jaar, 11 maanden geleden PixelShader: Store fog color as an integer.
4.0-506 6 jaar, 11 maanden geleden PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-505 6 jaar, 11 maanden geleden PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-504 6 jaar, 11 maanden geleden PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-503 6 jaar, 11 maanden geleden PixelShaderGen: Process fog calculations with integer math.
4.0-502 6 jaar, 11 maanden geleden Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own.
4.0-501 6 jaar, 11 maanden geleden PixelShaderGen: Microsoft's shader compiler likes to throw an internal error when masking with unsigned integers, so just use 255 instead of 0xFF all over the place...