| Commit message (Collapse) | Author | Age | Files | Lines |
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- Also implement D0 LUT enable.
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- No functional difference.
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- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
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This was discovered and verified by @fincs. The tev combiner buffer
actually lags behind by one stage, meaning stage 1 reads the initial
color, stage 2 reads stage 0's output, and so on.
Fixes character portraits in Fire Emblem: Awakening and world textures
in Zelda: ALBW. Closes #1140.
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The support for GL_ARB_explicit_uniform_location is not that good
(53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location).
This fix the shader compilation on Intel HD 4000 (#1222).
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- Also add a comment to AppendColorCombiner.
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- Includes a check to confirm no hash collisions.
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- Fixes uniform issue on AMD.
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