pcsx2/plugins/GSdx/res/glsl
Gregory Hainaut f8c442cf76 gsdx-ogl: make VS more generic
Texture coordinate could be dummy/float/int integral/int normalized.

Old behavior:
* VS was in charge to select the texture coordinate
* int integral format wasn't supported

New behavior:
* Always compute all formats
* FS will be in charge to select the good format

Impact:
* VS will be slightly slower but it reduces shaders permutation from
   little to 0 (won't be bad for CPU)
* FS speed isn't impacted as 2 separate code paths were already required
  to support both format
* Rasterizer will be 33% slower but unlikely to be the limited factor of
  the GPU
* In future we could directly use the integral format in the FS.

V2: remove useless PSin_t
2016-02-18 19:02:05 +01:00
..
convert.glsl gsdx-ogl: Fix scanline, diagonal, triangular TV shaders 2015-10-25 19:20:22 +00:00
fxaa.fx glsl: move shader into a separate directory 2015-04-19 18:49:02 +02:00
interlace.glsl gsdx-ogl: wipeout of GL_ARB_bindless_texture 2015-08-08 09:16:49 +02:00
merge.glsl glsl: drop an useless min in FS 2015-08-25 18:58:39 +02:00
shadeboost.glsl gsdx-ogl: wipeout of GL_ARB_bindless_texture 2015-08-08 09:16:49 +02:00
tfx_fs.glsl gsdx-ogl: make VS more generic 2016-02-18 19:02:05 +01:00
tfx_vgs.glsl gsdx-ogl: make VS more generic 2016-02-18 19:02:05 +01:00