4.0-460 11 évvel ezelőtt Fix LightingShaderGen multiplying by wrong types.
4.0-459 11 évvel ezelőtt LightingShaderGen: Perform more lighting calculations with integers.
4.0-458 11 évvel ezelőtt LightingShaderGen: Perform some lighting calculations with integers.
4.0-457 11 évvel ezelőtt ShaderGen: Store material uniforms as integers.
4.0-456 11 évvel ezelőtt ShaderGen: Store light color uniforms as integers.
4.0-455 11 évvel ezelőtt PixelShader: Store fog color as an integer.
4.0-454 11 évvel ezelőtt PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-453 11 évvel ezelőtt PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-452 11 évvel ezelőtt PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-451 11 évvel ezelőtt PixelShaderGen: Process fog calculations with integer math.
4.0-450 11 évvel 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.
4.0-449 11 évvel 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...
4.0-448 11 évvel ezelőtt PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
4.0-447 11 évvel ezelőtt PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
4.0-446 11 évvel ezelőtt PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again!
4.0-445 11 évvel ezelőtt PixelShaderGen: Use integer math for TEV combiners. Things are still broken.
4.0-444 11 évvel ezelőtt PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken.
4.0-443 11 évvel ezelőtt PixelShaderGen: Use integer math for tev konst value.
4.0-442 11 évvel ezelőtt PixelShaderGen: Remove remaining floating point bits for texture color.
4.0-441 11 évvel ezelőtt PixelShaderGen: Use integer math for rasterizer color.