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Implement dual source blending to avoid unneeded alpha pass.
this implementation does not work in windows xp (sorry no support for dual source blending there). this should improve speed on older hardware or in newer hardware using super sampling. disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly. remove the deprecation label from the plugin while I'm working on it.
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5 changed files with 92 additions and 44 deletions
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@ -111,8 +111,7 @@ void VertexShaderCache::Init()
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"{\n"
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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// HACK: Scale the texture coordinate range from (0,width) to (0,width-1), otherwise the linear filter won't average our samples correctly
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"OUT.vTexCoord = inTEX0 * (float2(1.f,1.f) / inInvTexSize - float2(1.f,1.f)) * inInvTexSize;\n"
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"OUT.vTexCoord = inTEX0;\n"
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"OUT.vTexCoord1 = inTEX2;\n"
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"return OUT;\n"
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"}\n");
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