4.0-500 10 years, 11 months ago PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
4.0-499 10 years, 11 months ago PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
4.0-498 10 years, 11 months ago PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again!
4.0-497 10 years, 11 months ago PixelShaderGen: Use integer math for TEV combiners. Things are still broken.
4.0-496 10 years, 11 months ago PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken.
4.0-495 10 years, 11 months ago PixelShaderGen: Use integer math for tev konst value.
4.0-494 10 years, 11 months ago PixelShaderGen: Remove remaining floating point bits for texture color.
4.0-493 10 years, 11 months ago PixelShaderGen: Use integer math for rasterizer color.
4.0-492 10 years, 11 months ago PixelShaderGen: Use integer math for indirect texture coords.
4.0-491 10 years, 11 months ago PixelShaderGen: Use integer math for sampling textures.
4.0-490 10 years, 11 months ago PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
4.0-489 10 years, 11 months ago PixelShaderGen: Use integer math for alpha testing.
4.0-488 10 years, 11 months ago PixelShaderGen: Make SampleTexture static inline.
4.0-487 10 years, 11 months ago OGL: Force highp for integers.
4.0-466 10 years, 11 months ago Fix a regression from revision 7787f5139c1b.
4.0-465 10 years, 11 months ago VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
4.0-464 10 years, 11 months ago PixelShaderGen: Use integer math for z textures.
4.0-463 10 years, 11 months ago PixelShaderGen: Define idot for int4 vectors, too.
4.0-462 10 years, 11 months ago PixelShaderGen: Workaround issues on Nvidia GPUs by disabling depth overflow emulation.
4.0-461 10 years, 11 months ago PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).