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) |
||
---|---|---|
.. | ||
convert.glsl | ||
fxaa.fx | ||
interlace.glsl | ||
merge.glsl | ||
shadeboost.glsl | ||
tfx_fs.glsl | ||
tfx_vgs.glsl |