mirror of https://github.com/PCSX2/pcsx2.git
61a7c747e1
The previous implementation of HPO adds an offset on vertex position. It doesn't always work beside it moves the rendering window. The new implementation will add a texture offset so that instead to sample the middle of the GS texel, we will sample the middle of the real texture texel. It must be manually enabled with * UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect) * UserHacks_HalfPixelOffset_New = 2 (no offset) v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss) Might break other games but few of them uses float coordinates to read back the target |
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.. | ||
glsl | ||
convert.fx | ||
cs.fx | ||
fxaa.fx | ||
glsl_source.h | ||
interlace.fx | ||
logo-null.bmp | ||
logo-ogl.bmp | ||
logo9.bmp | ||
logo10.bmp | ||
logo11.bmp | ||
merge.fx | ||
psx-logo-null.bmp | ||
psx-logo9.bmp | ||
psx-logo11.bmp | ||
shadeboost.fx | ||
tfx.cl | ||
tfx.fx |