4.0-322 7anosatrás LightingShaderGen: Perform more lighting calculations with integers.
4.0-321 7anosatrás LightingShaderGen: Perform some lighting calculations with integers.
4.0-320 7anosatrás ShaderGen: Store material uniforms as integers.
4.0-319 7anosatrás ShaderGen: Store light color uniforms as integers.
4.0-318 7anosatrás PixelShader: Store fog color as an integer.
4.0-317 7anosatrás PixelShaderGen: Change indirect texture matrix uniforms to use integers.
4.0-316 7anosatrás PixelShaderGen: Change the "alpha" uniform to use integers.
4.0-315 7anosatrás PixelShaderGen: Change the "colors" and "kcolors" uniforms to be integers.
4.0-314 7anosatrás PixelShaderGen: Process fog calculations with integer math.
4.0-313 7anosatrás 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.
4.0-312 7anosatrás 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...
4.0-311 7anosatrás PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
4.0-310 7anosatrás PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
4.0-309 7anosatrás PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again!
4.0-308 7anosatrás PixelShaderGen: Use integer math for TEV combiners. Things are still broken.
4.0-307 7anosatrás PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken.
4.0-306 7anosatrás PixelShaderGen: Use integer math for tev konst value.
4.0-305 7anosatrás PixelShaderGen: Remove remaining floating point bits for texture color.
4.0-304 7anosatrás PixelShaderGen: Use integer math for rasterizer color.
4.0-303 7anosatrás PixelShaderGen: Use integer math for indirect texture coords.