4.0-523 10 évvel, 10 hónappal ezelőtt PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
4.0-522 10 évvel, 10 hónappal ezelőtt PixelShaderGen: Use integer math for alpha testing.
4.0-521 10 évvel, 10 hónappal ezelőtt PixelShaderGen: Make SampleTexture static inline.
4.0-520 10 évvel, 10 hónappal ezelőtt OGL: Force highp for integers.
4.0-516 10 évvel, 11 hónappal ezelőtt VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
4.0-515 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Use integer math for z textures.
4.0-514 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Define idot for int4 vectors, too.
4.0-513 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
4.0-512 10 évvel, 11 hónappal ezelőtt Fix LightingShaderGen multiplying by wrong types.
4.0-511 10 évvel, 11 hónappal ezelőtt LightingShaderGen: Perform more lighting calculations with integers.
4.0-510 10 évvel, 11 hónappal ezelőtt LightingShaderGen: Perform some lighting calculations with integers.
4.0-509 10 évvel, 11 hónappal ezelőtt ShaderGen: Store material uniforms as integers.
4.0-508 10 évvel, 11 hónappal ezelőtt ShaderGen: Store light color uniforms as integers.
4.0-507 10 évvel, 11 hónappal ezelőtt PixelShader: Store fog color as an integer.
4.0-506 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-505 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-504 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-503 10 évvel, 11 hónappal ezelőtt PixelShaderGen: Process fog calculations with integer math.
4.0-502 10 évvel, 11 hónappal ezelőtt 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 10 évvel, 11 hónappal ezelőtt 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...