pcsx2/plugins/GSdx/res/glsl
Gregory Hainaut c2b67ccb78 gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
pixels.

For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.

Note: it requires at least accurate blending set on basic

Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
2016-09-08 23:58:13 +02:00
..
common_header.glsl gsdx ogl: rework atst handling 2016-08-10 11:30:11 +02:00
convert.glsl gsdx glsl: create a common header definition 2016-04-24 10:54:39 +02:00
fxaa.fx glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
interlace.glsl glsl: optimize the number of active constant buffer 2016-06-05 16:45:11 +02:00
merge.glsl glsl: optimize the number of active constant buffer 2016-06-05 16:45:11 +02:00
shadeboost.glsl gsdx glsl: create a common header definition 2016-04-24 10:54:39 +02:00
tfx_fs.glsl gsdx ogl: implement an alternate shader for Jak Shadows 2016-09-08 23:58:13 +02:00
tfx_vgs.glsl gsdx ogl: Unscale line 2016-08-22 18:18:12 +02:00