Unknown W. Brackets
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b9f4cc4481
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Double colors only when texturing, and after test.
Per tests.
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2014-01-12 11:45:29 -08:00 |
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Henrik Rydgård
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c277fe3019
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Don't declare fragColor0 unless we will use it. See #4877
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2013-12-29 11:26:56 +01:00 |
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raven02
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9676f6943f
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Restore Alpha/ColorDoubling to do before color test
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2013-12-25 15:39:37 +08:00 |
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raven02
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f97aacce45
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Reformat stencilToAlpha a bit
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2013-12-24 22:36:57 +08:00 |
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Henrik Rydgard
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832c933cb8
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Some shader fixes
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2013-12-17 23:38:58 +01:00 |
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Henrik Rydgard
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f8312716f3
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Only use dual source when actually needed.
Does generate a few more shaders but hopefully isn't a problem, should get rid of most of the slowdown in most games.
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2013-12-16 23:44:28 +01:00 |
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Henrik Rydgard
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a9a15d5196
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Don't use dual source when stencil disabled
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2013-12-16 23:41:42 +01:00 |
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Henrik Rydgard
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0d2ec01e83
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Switch CanReplaceAlphaWithStencil response to an enum
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2013-12-16 23:24:32 +01:00 |
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Henrik Rydgard
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a8a48013f6
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Don't use gl_FragColor when deprecated
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2013-12-16 23:18:13 +01:00 |
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Henrik Rydgard
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40a0705b50
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Typo fix checking the alpha func for src factors
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2013-12-16 23:13:33 +01:00 |
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Henrik Rydgård
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b6f8038a51
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Fragment shader: Remove superfluous precision specifiers.
Also make sure to strip lowp/mediump/highp on desktop even for GL3.0-3.3.
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2013-12-16 11:46:59 +01:00 |
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Unknown W. Brackets
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0043950770
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Use #version 130 for OpenGL 3.0+ to support out.
Otherwise it just gives errors on cards that support dual source blending.
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2013-12-15 08:32:22 -08:00 |
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Henrik Rydgard
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214cc01976
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Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
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2013-12-15 12:49:13 +01:00 |
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Henrik Rydgard
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3cde4921ae
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Have the shader generators generate modern GLSL if available.
This opens up to use other modern features like dual source alpha later.
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2013-12-15 11:23:27 +01:00 |
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raven02
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affc7f44a6
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Add extra GE_TEXFUNC_UNKNOWN1/2/3 which handle same as GE_TEXFUNC_ADD
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2013-12-14 06:47:20 +08:00 |
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Henrik Rydgard
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e2080f6c65
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Revert "STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT"
This reverts commit 59d3b92e71.
Revert "zero alpha if stencil op consistently says to zero for format 5551 as well"
This reverts commit ed07a7f411.
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2013-12-08 17:48:22 +01:00 |
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raven02
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59d3b92e71
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STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT
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2013-12-08 22:19:13 +08:00 |
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raven02
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ed07a7f411
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zero alpha if stencil op consistently says to zero for format 5551 as well
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2013-12-08 22:05:31 +08:00 |
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Henrik Rydgard
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7b4759384f
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Only zero alpha if stencil op consistently says to zero.
Otherwise we may be better off keeping the alpha.
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2013-12-08 13:04:54 +01:00 |
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Unknown W. Brackets
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054501c100
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Replace alpha when blend mode allows it.
Some games are using fixed/fixed blending modes which work in our favor.
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2013-12-07 02:54:33 -08:00 |
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Henrik Rydgard
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c738364f67
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Make sure to disable scissor when doing the initial clear of a new FBO.
Minor cleanups.
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2013-12-06 23:08:37 +01:00 |
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Henrik Rydgård
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13cdbd5284
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Mask away alpha when the stencil operation is KEEP
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2013-12-06 11:15:13 +01:00 |
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Henrik Rydgard
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41209eb936
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Stencil-to-alpha fragment tweak: Set alpha to 0 if we can't deduce the stencil value.
This fixes the weird glowing shadows in Wipeout.
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2013-12-04 19:55:09 +01:00 |
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Henrik Rydgard
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a6150db8d5
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Disable frag shader stenciltoalpha in clearmode.
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2013-12-03 11:10:27 +01:00 |
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Unknown W. Brackets
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4418aacbaf
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When writing stencil to alpha, consider fb format.
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2013-12-03 00:15:08 -08:00 |
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