Gregory Hainaut
9023f5f0db
glsl: drop useless ifndef
...
I often mix them with the real value...
.
2015-05-08 19:28:17 +02:00
Gregory Hainaut
530e4ce776
gsdx-ogl: drop hack that rescale primitive (to avoid upscale glitch)
...
Rendering is bad. It renders sprites at native resolution.
2015-05-06 19:09:13 +02:00
Gregory Hainaut
eaa0dae305
glsl: drop invariant qualifier
...
Fix issue #510 and potentially it allows the compiler to better optimize the code
2015-04-27 18:52:55 +02:00
Gregory Hainaut
46ff4dc3d3
gsdx-ogl: hardware unit only support normalization of 4 bytes...
...
(At least on recent AMD GPU)
2015-04-27 18:51:59 +02:00
Gregory Hainaut
301fe869c7
glsl: improve the logz handling
...
This way only 0 and 1 will conflict
2015-04-26 17:51:33 +02:00
Gregory Hainaut
6a3250cad2
gsdx-ogl: fix logz management (FFXII)
...
The issue is that z+1 overflow if z is UINT max
log2(z) overflow if z is 0
So let's use an or 1 to avoid both overflow
2015-04-25 20:23:26 +02:00
Gregory Hainaut
36514bd95f
glsl: fog is a single byte
...
Give a chance to the driver to optimize if possible
2015-04-24 21:37:37 +02:00
Gregory Hainaut
62489f42f1
gsdx-ogl: add an optimization note for later
...
Only 1 byte of fog is useful
2015-04-20 07:18:09 +02:00
Gregory Hainaut
31f8c065db
gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl
...
UserHacks_UnscaleSprite = 1 will unscale flat sprites
UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far)
The idea of the hack is to redo the interpolation of texture coordinate
based on the non-upscaled pixel position.
It avoids various glitches but sprites aren't upscaled anymore (so no
more anti-aliasing, potentially a coefficient can be added).
2015-04-20 07:18:08 +02:00
Gregory Hainaut
16e6d0d305
glsl: move shader into a separate directory
...
Only keep glsl_source.h for clarity
2015-04-19 18:49:02 +02:00