mirror of https://github.com/PCSX2/pcsx2.git
e026f1bac6
The idea is to use a floating texture to accumulate the data and then do a final postprocessing pass to apply the modulo v2: * use bounding box to * fix vertex corruption issue * use negative number in shader which allow to use half float (+12 fps@4x) |
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.. | ||
glsl | ||
convert.fx | ||
cs.fx | ||
fxaa.fx | ||
glsl_source.h | ||
interlace.fx | ||
logo-ogl.bmp | ||
logo9.bmp | ||
logo10.bmp | ||
merge.fx | ||
shadeboost.fx | ||
tfx.cl | ||
tfx.fx |