Unknown W. Brackets
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0c5c776bb9
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GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
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2018-11-17 18:33:07 -08:00 |
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Henrik Rydgård
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22c066515e
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Merge pull request #11425 from xebra/refactor_spline_bezier
[Refactoring] Improve spline/bezier.
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2018-11-04 17:04:29 +01:00 |
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Henrik Rydgård
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fa40bcff8d
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Disable triangle range culling on D3D9 on Intel. Should fix #11477
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2018-10-21 09:36:15 +02:00 |
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xebra
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89786b943d
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[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
Add changing the quality of HW tessellation.
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2018-10-07 23:54:22 +09:00 |
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xebra
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3216a83a92
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[spline/bezier]Expand loops in the shaders.
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2018-10-07 23:54:14 +09:00 |
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xebra
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8c279c0e25
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[spline/bezier]Precalculate weights in the shaders using the outer product.
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2018-10-07 23:54:13 +09:00 |
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xebra
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453e274fbe
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[spline/bezier]Fix around vertex type flags.
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2018-10-07 23:54:11 +09:00 |
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xebra
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d4a667397c
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[spline/bezier]Improve shader uniforms a bit.
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2018-10-07 23:54:10 +09:00 |
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xebra
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de5975f13e
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[spline/bezier]Reduce multiplications in the shaders from 16 to 4.
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2018-10-07 23:54:09 +09:00 |
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xebra
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103d180ae7
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[spline/bezier]Get rid of wasted if-checks at Graphics Processors.
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2018-10-07 23:54:08 +09:00 |
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xebra
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41d6c3cf3a
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[spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
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2018-10-07 23:54:08 +09:00 |
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xebra
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3d07bca010
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[spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
# Conflicts:
# GPU/Directx9/VertexShaderGeneratorDX9.cpp
# GPU/GLES/VertexShaderGeneratorGLES.cpp
# GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
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2018-10-07 23:54:07 +09:00 |
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xebra
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3c0fb44f2e
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[spline/bezier]Improve hwtess to use cached weights.
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2018-10-07 23:54:05 +09:00 |
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Unknown W. Brackets
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26cd98cd7e
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GPU: Fix a shader unit typo.
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2018-09-24 23:05:32 -07:00 |
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Unknown W. Brackets
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44ba31fbc6
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Vulkan: Implement verex range culling.
Also D3D11, since they are very similar.
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2018-09-17 07:27:26 -07:00 |
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Unknown W. Brackets
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639a3f406d
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D3D9: Implement vertex range culling.
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2018-09-17 07:27:26 -07:00 |
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Unknown W. Brackets
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016d6ba764
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D3D11: Fix pow(0, 0) lighting handling.
This was previously fixed in GLES.
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2018-09-09 10:25:58 -07:00 |
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Unknown W. Brackets
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332788d0b5
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GPU: Clean up some shader id flag usage.
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2018-09-09 09:59:42 -07:00 |
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xebra
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4fab160e19
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[spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
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2018-06-27 01:10:36 +09:00 |
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Unknown W. Brackets
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b845278d7d
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D3D11: Implement flat shading in shader.
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2018-06-06 05:53:49 -07:00 |
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Henrik Rydgård
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163350bbcd
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Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
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2018-04-13 08:58:05 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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8953d7ff73
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Revert "Comment fixes, reindentation."
This reverts commit 6fa9fcefb2.
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2018-04-10 12:14:23 +02:00 |
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Henrik Rydgård
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6a90b8fbb4
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Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.
Increment the shader cache version. Restore some more.
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2018-04-10 11:38:02 +02:00 |
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Henrik Rydgård
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d8651fd85b
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Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
Probably a very small perf optimization.
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2018-03-12 11:17:45 +01:00 |
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Henrik Rydgård
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8ff5704fbf
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Fix indentation mistake, minor cleanup.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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f086a0915f
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Further cleanup after the removal of hardware skinning.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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6fa9fcefb2
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Comment fixes, reindentation.
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Henrik Rydgård
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4a0c2ad683
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Minor uniform cleanup
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2017-12-08 11:54:49 +01:00 |
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Unknown W. Brackets
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4731a2918c
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GPU: Use more typesafe shader IDs.
Since they really are fairly distinct, let's make sure we can't mix them
accidentally.
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2017-12-02 09:07:27 -08:00 |
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Unknown W. Brackets
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2a540de329
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Reporting: Use a different link message on preload.
May help us determine if this only happens from a corrupt cache.
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2017-12-01 11:17:51 -08:00 |
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Henrik Rydgård
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533f80a056
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Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
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2017-11-01 11:47:05 +01:00 |
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Henrik Rydgard
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5d5844632a
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Fix shader issues with D3D11 feature level 9
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2017-03-05 22:56:33 +01:00 |
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xebra
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7364dbea3b
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[spline/bezier]Implement hardware tessellation on D3D11.
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2017-03-04 22:53:40 +09:00 |
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Henrik Rydgard
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6e940dfeda
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D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
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2017-02-14 11:59:13 +01:00 |
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Henrik Rydgard
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373c6ba12f
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More D3D11 fixes, hopefully without breaking DX9
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2017-02-13 02:07:27 +01:00 |
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Henrik Rydgård
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6033b1ee05
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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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2017-02-12 18:29:58 +01:00 |
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Henrik Rydgård
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4f2fb10347
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Further D3D11 fixes
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2017-02-12 16:14:14 +01:00 |
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Henrik Rydgard
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7750ee9f7b
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D3D11: Fix reversed colors, stencil improvements
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2017-02-10 11:36:09 +01:00 |
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Henrik Rydgard
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3f4e14f504
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D3D11: Lumines is now playable in non-buffered, with reverse colors.
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2017-02-10 11:25:24 +01:00 |
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Henrik Rydgard
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aba669c3e6
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D3D11: Cube now visible
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2017-02-10 00:30:42 +01:00 |
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Henrik Rydgard
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f9b840dbfd
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More D3D11 progress
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2017-02-10 00:01:56 +01:00 |
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Henrik Rydgard
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01f46e7a5d
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Make the first generated D3D11 shaders compile, fix various warnings
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2017-02-09 15:04:21 +01:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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2a231b397b
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Unbreak environment mapping
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2017-01-30 16:13:47 +01:00 |
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Henrik Rydgard
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24cc3dbc70
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Always pass vec3 texcoord between vertex and fragment shader, to allow for some simplification.
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2017-01-30 16:03:57 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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Henrik Rydgard
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5cee8856ea
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Fix UV scale for some vertex formats (like GL). Separate updates of PROJ and PROJTHROUGH matrices.
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2016-03-20 19:31:02 +01:00 |
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Unknown W. Brackets
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2fc296a1fb
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gedbg: Format a few more cmds.
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2016-01-07 22:42:20 -08:00 |
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