mirror of https://github.com/PCSX2/pcsx2.git
ae8df002af
Basically the code does the alpha multiplication in the shader therefore the blend unit only does a pure addition. This way the multiplication is accurate and accurate_blending doesn't requires a costly barrier. This code also avoid variable duplication to make the code more separated. Hopefully blending can be done in a separated function It is preliminary work to support fast color clipping with HDR v2: fix assertion compilation failure v3: fix regression in not accurate mode v3: Cs * As/Af is not an accumulation Those cases don't need the Cd addition and were already optimized anyway Fix a regression on GoW2 |
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.. | ||
glsl | ||
convert.fx | ||
cs.fx | ||
fxaa.fx | ||
glsl_source.h | ||
interlace.fx | ||
logo-ogl.bmp | ||
logo9.bmp | ||
logo10.bmp | ||
merge.fx | ||
shadeboost.fx | ||
tfx.cl | ||
tfx.fx |