5 Commits

Author SHA1 Message Date
UnknownShadow200
1ff3f481c4 Launcher: Change yellow to red for invalid field value errors 2022-05-14 15:07:45 +10:00
UnknownShadow200
637a56e90e Direct3D11: Fix fog with assistance from RenderDoc graphics debugger
The Direct3D11 hlsl pixel shaders were ported from the OpenGL2 glsl fragment shaders.
In the documentation for OpenGL glsl, the W component of gl_FragCoord is specified as being 1/w. However in Direct3D11 hlsl, the W component of SV_POSITION is just w - hence why fog appeared to not work.
The solution to this is simple - when calculating depth, multiply by w instead of dividing by w.
2021-11-02 19:33:00 +11:00
UnknownShadow200
f03f434c4e Direct3D11: Add fog that doesn't work 2021-10-24 16:44:31 +11:00
UnknownShadow200
fbb2252608 Direct3D11: Implement alpha testing and /client gpuinfo 2021-10-23 22:26:10 +11:00
UnknownShadow200
5ebffdc351 Open source D3D11 shader gen 2021-10-23 20:53:25 +11:00