mirror of https://github.com/PCSX2/pcsx2.git
58ce7d4bb8
GS doesn't supports texture shuffle/swizzle so it is emulated in a complex way. The idea is to read/write the 32 bits color format as a 16 bit format. This way, RG (16 lsb bits) or BA (16 msb bits) can be read or written with square texture that targets pixels 1-8 or pixels 8-16. However shuffle is limited. For example you can copy the green channel to either the alpha channel or another green channel. Note: Partial masking of channel is not yet implemented V2: improve logging V3: better support of green channel in shader V4: improve detection of destination (issue due to rounding) |
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.. | ||
convert.glsl | ||
fxaa.fx | ||
interlace.glsl | ||
merge.glsl | ||
shadeboost.glsl | ||
tfx_fs.glsl | ||
tfx_fs_subroutine.glsl | ||
tfx_vgs.glsl |