pcsx2/plugins/GSdx/res/glsl
Gregory Hainaut b0af54d33e gsdx-ogl: better support of palette
The purpose of the code is to support alpha channel
of RT uses as an index for a palette texure.

I'm afraid that code will likely break pure palette texture. Only used
if paltex is enabled

It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution
with filter = 0  (no filtering) or = 2 (normal fitering)

Rendering explanation:
The game emulates a stencil buffer with the alpha channel

The alpha channel of the RT can contains a palette texture index (format 4HH)
The idea is to have a gradient of value in the palette (16/32/48/...).
This way you can implement a +16/-16 and even wrap the alpha value every time
you hit the pixel.

Bilinear filtering breaks the rendering because it interpolates between counts
so you doesn't have the exact count

Upscaling breaks the rendering because the RT is reused as an input texture. It means
that we need to scale it down which again create some interpolations.
2015-05-24 18:07:16 +02:00
..
convert.glsl glsl: correct the alternate implementation of ps_main1 2015-05-24 13:43:36 +02:00
fxaa.fx glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
interlace.glsl glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
merge.glsl glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
shadeboost.glsl glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
tfx_fs.glsl gsdx-ogl: better support of palette 2015-05-24 18:07:16 +02:00
tfx_fs_subroutine.glsl glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
tfx_vgs.glsl glsl: drop useless ifndef 2015-05-08 19:28:17 +02:00