4.0-460 10anosatrás Fix LightingShaderGen multiplying by wrong types.
4.0-459 10anosatrás LightingShaderGen: Perform more lighting calculations with integers.
4.0-458 10anosatrás LightingShaderGen: Perform some lighting calculations with integers.
4.0-457 10anosatrás ShaderGen: Store material uniforms as integers.
4.0-456 10anosatrás ShaderGen: Store light color uniforms as integers.
4.0-455 10anosatrás PixelShader: Store fog color as an integer.
4.0-454 10anosatrás PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-453 10anosatrás PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-452 10anosatrás PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-451 10anosatrás PixelShaderGen: Process fog calculations with integer math.
4.0-450 10anosatrás Provide our own dot functions in GLSL since GLSL doesn't provide integer versions of this function, even though AMD and Nvidia provide their own.
4.0-449 10anosatrás PixelShaderGen: Microsoft's shader compiler likes to throw an internal error when masking with unsigned integers, so just use 255 instead of 0xFF all over the place...
4.0-448 10anosatrás PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
4.0-447 10anosatrás PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
4.0-446 10anosatrás PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again!
4.0-445 10anosatrás PixelShaderGen: Use integer math for TEV combiners. Things are still broken.
4.0-444 10anosatrás PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken.
4.0-443 10anosatrás PixelShaderGen: Use integer math for tev konst value.
4.0-442 10anosatrás PixelShaderGen: Remove remaining floating point bits for texture color.
4.0-441 10anosatrás PixelShaderGen: Use integer math for rasterizer color.