Unknown W. Brackets
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12c5f5e1e6
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Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
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2013-08-19 00:43:54 -07:00 |
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Unknown W. Brackets
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46805b37cb
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Use the texture-related GE accessors.
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2013-07-21 19:45:04 -07:00 |
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Unknown W. Brackets
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988614f6d0
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Use lightning GE state accessors where appropriate.
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2013-07-21 19:44:30 -07:00 |
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Unknown W. Brackets
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c0da6b97c5
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Add and use some color/alpha test accessors.
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2013-07-21 19:44:30 -07:00 |
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raven02
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7ac496529b
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Vendor Based Alpha and Color Testing
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2013-07-21 01:14:36 +08:00 |
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raven02
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44fe09f03e
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Fix black box in Dainiji_Super_Robot_Taisen_Z_Hakaihen
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2013-07-20 01:55:12 +08:00 |
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Henrik Rydgard
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1abd9ff2d3
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Change the alpha test rounding offset to be just under half. Fixes some disappearing things..
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2013-07-18 19:19:52 +02:00 |
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Henrik Rydgard
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d76c45411d
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alpha test: fix typo, add back rounding offset
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2013-07-18 01:02:21 +02:00 |
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Henrik Rydgard
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3e24949f8a
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Try different approach to rounding the inputs to the alpha test. Appears to fix some problems on PowerVR.
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2013-07-17 23:03:21 +02:00 |
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Henrik Rydgard
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79110638c9
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Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right)
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2013-07-06 22:50:06 +02:00 |
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Henrik Rydgard
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9928bd762c
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Specify alphacolorref as highp
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2013-07-06 22:44:18 +02:00 |
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raven02
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64de3c428e
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Minor cleanup
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2013-06-28 21:43:12 +08:00 |
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Unknown W. Brackets
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cd213e655b
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Add some debug code for finding textures.
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2013-06-22 10:35:34 -07:00 |
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Henrik Rydgard
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cdef31f9fc
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Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any.
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2013-05-26 14:03:02 +02:00 |
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Henrik Rydgard
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199907b9ed
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Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more.
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2013-05-22 15:52:10 +02:00 |
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Unknown W. Brackets
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03f3f99e39
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Don't use ivec in the fragment shader.
Attempt at #1777. Needs the + 0.5 to round properly on mobile.
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2013-05-12 13:09:02 -07:00 |
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Unknown W. Brackets
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5ecacd6bc8
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Don't double alpha when alphablend is disabled.
Probably doesn't affect much.
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2013-05-12 09:31:23 -07:00 |
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Unknown W. Brackets
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c937a22f26
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Only double the color with color doubling.
Not the alpha.
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2013-05-09 23:31:53 -07:00 |
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Unknown W. Brackets
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47c404b925
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Clean up some comments.
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2013-05-09 01:19:55 -07:00 |
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Unknown W. Brackets
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4a30221c95
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Ignore texfunc RGBA when texture is full alpha.
This allows us to skip some work in the fragment shader.
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2013-05-08 23:14:20 -07:00 |
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Unknown W. Brackets
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ebf1b57834
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Rename round255f to roundAndScale255f.
Seems to verbose to me, but no one can think it doesn't scale or round
this way.
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2013-05-07 08:02:27 -07:00 |
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Unknown W. Brackets
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f2b4c4a0bc
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Pre-round the colortest/alphatest reference val.
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2013-05-07 07:52:49 -07:00 |
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raven02
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eba452f1ba
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Add back round255f and round255v to u_alphacolorref
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2013-05-07 21:52:40 +08:00 |
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raven02
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3744f6ee28
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Fix colortest rounding using vec3
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2013-05-07 19:53:48 +08:00 |
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raven02
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274b9c712c
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Add rounding to equality check for ColorTest
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2013-05-07 16:47:53 +08:00 |
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