mirror of https://github.com/PCSX2/pcsx2.git
b0af54d33e
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. |
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.. | ||
convert.glsl | ||
fxaa.fx | ||
interlace.glsl | ||
merge.glsl | ||
shadeboost.glsl | ||
tfx_fs.glsl | ||
tfx_fs_subroutine.glsl | ||
tfx_vgs.glsl |