ptitSeb

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The hack is not based on game name, only on part of shader, but I like to keep a track on what game need what hack.

Depends on how long and unambiguous is the sequence. `att *= 500;` is a bit short, so I'll probably take previous line too.

General solution need a complete GLSL "compiler" in gl4es. That would be nice, and open the door to many more things, but it's a huge work and not planed for...

Yep, it's that simple because I designed it to be easy to add more hack :)

Yes, sapce and Tabs are differents, and so are new line (not relevent here).

> Ah damn crap, we change ORIGINAL lines, not shaderconv generated :)) Ah yes, I should have mentionned it! For the other shader, the issue is that transformed line `vec4...

then try `bloom/=float(pass)`

> //4 > {" vec4 color = texture2D(Texture0, gl_TexCoord[0]);", > 1, > {" vec4 color = texture2D(Texture0, gl_TexCoord[0].xy);"}}, Why don't you use ```C //4 {" vec4 color = texture2D(Texture0, gl_TexCoord[0]);",...

> for `bloom/=float(pass)` : `sytax error, unexpected RIGHT_PAREN, expecting LEFT_PAREN` This should be correct syntax (execpt for the missing `;`), it shoud work > Also if i just put everywhere...

On what hardware are you testing? Can you launch with `LIBGL_LOGSHADERERROR=1` to see if there are some FPE Shader that doesn't compile? Also, can you try to `git bisect` the...