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