mirror of https://github.com/PCSX2/pcsx2.git
419dfe0544
Please test it! GS supports 3 formats for the output: 32 bits: normal case => no change 24 bits: like 32 bits but without alpha channel => mask alpha channel (ie don't write it anymore) => Always uses 1.0f as blending coefficient 16 bits: RGB5A1, emulated by a 32 bits openGL texture. I think it will be more correct to use a real 16 bits GL texture. Unfortunately it would cost several (slow) target conversions. Anyway as a current solution => apply a mask of 0xF8 on color when SW blending is used (improve Castlevania shadow) unfortunately normal blending mode still uses the full range of colors! This commit also corrects a couple of blending factor. 128/255 is equivalent to 1.0f in PS2, whereas GPU uses 1.0f. So the blending factor must be 255/128 instead of 2 Note: disable CRC hack and enable accurate_colclip to see Castlevania shadow ^^ (issue #380). Note2: SW renderer is darker on Castlevania. I don't know why maybe linked to the 16 bits format poorly emulated |
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convert.glsl | ||
fxaa.fx | ||
interlace.glsl | ||
merge.glsl | ||
shadeboost.glsl | ||
tfx_fs.glsl | ||
tfx_fs_subroutine.glsl | ||
tfx_vgs.glsl |