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ppsspp/GPU
Henrik RydgårdandClaude Opus 5.5 5fb61b4e40 GLES: Use highp for the texcoord and the math in CLUT8 depal
Picking a byte out of a 16-bit framebuffer needs more than the defaults. The
texcoord reached the shader as a mediump varying, which Adreno keeps in fp16:
its byte coordinate (u times up to 2048) then picks the wrong byte for every
other one past 512, and SOCOM Tactical Strike's night vision came out striped
in the right half. On a PowerVR GE8320 the default lowp in the rest of the
shader made SOCOM's night vision and full screen effect far too bright (53k
and 17k px off the Mac's Vulkan render, now 0). Vulkan already uses highp.

Where the fragment shader has full precision, the vertex shader now writes the
texcoord in highp, and CLUT8 depal reads it that way and computes in highp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 01:33:32 +02:00
..
2026-10-13 17:08:58 +02:00
2026-06-02 14:53:37 +02:00