| 4.0-381 | 9 years, 5 months ago | PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers. |
| Windows x64 Windows x86 Android | ||
| 4.0-380 | 9 years, 5 months ago | PixelShaderGen: Process fog calculations with integer math. |
| Windows x64 Windows x86 Android | ||
| 4.0-379 | 9 years, 5 months ago | 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. |
| Windows x64 Windows x86 Android | ||
| 4.0-378 | 9 years, 5 months ago | 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... |
| Windows x64 Windows x86 Android | ||
| 4.0-377 | 9 years, 5 months ago | PixelShaderGen: Use integer math for indirect tev stage texcoord calculation. |
| Windows x64 Windows x86 Android | ||
| 4.0-376 | 9 years, 5 months ago | PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023. |
| Windows x64 Windows x86 Android | ||
| 4.0-375 | 9 years, 5 months ago | PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again! |
| Windows x64 Windows x86 Android | ||
| 4.0-374 | 9 years, 5 months ago | PixelShaderGen: Use integer math for TEV combiners. Things are still broken. |
| Windows x64 Windows x86 Android | ||
| 4.0-373 | 9 years, 5 months ago | PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken. |
| Windows x64 Windows x86 Android | ||
| 4.0-372 | 9 years, 5 months ago | PixelShaderGen: Use integer math for tev konst value. |
| Windows x64 Windows x86 Android | ||
| 4.0-371 | 9 years, 5 months ago | PixelShaderGen: Remove remaining floating point bits for texture color. |
| Windows x64 Windows x86 Android | ||
| 4.0-370 | 9 years, 5 months ago | PixelShaderGen: Use integer math for rasterizer color. |
| Windows x64 Windows x86 Android | ||
| 4.0-369 | 9 years, 5 months ago | PixelShaderGen: Use integer math for indirect texture coords. |
| Windows x64 Windows x86 Android | ||
| 4.0-368 | 9 years, 5 months ago | PixelShaderGen: Use integer math for sampling textures. |
| Windows x64 Windows x86 Android | ||
| 4.0-367 | 9 years, 5 months ago | PixelShaderGen: Use integer math for alpha testing. |
| Windows x64 Windows x86 Android | ||
| 4.0-366 | 9 years, 5 months ago | PixelShaderGen: Make SampleTexture static inline. |
| Windows x64 Windows x86 Android | ||
| 4.0-365 | 9 years, 5 months ago | OGL: Force highp for integers. |
| Windows x64 Windows x86 Android | ||
| 4.0-325 | 9 years, 5 months ago | PixelShaderGen: Workaround issues on Nvidia GPUs by disabling depth overflow emulation. |
| Windows x64 Windows x86 | ||
| 4.0-324 | 9 years, 5 months ago | PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though). |
| Windows x64 Windows x86 | ||
| 4.0-323 | 9 years, 5 months ago | Fix LightingShaderGen multiplying by wrong types. |
| Windows x64 Windows x86 | ||