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library / src / main / res @ a99bba67

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# Date Author Comment
a99bba67 01/07/2025 11:15 AM Leszek Koltunski

Fix for bugs in Qualcomm Adreno 308 and 650 - the compilators do not like the literal constant 0x80000000 there.

9b2b34d2 01/02/2025 01:25 PM Leszek Koltunski

Bugfix in the main vertex shader: now the 'component association' buffers might be needed even if there are no vertex effects.

7aa0ff7b 01/01/2025 11:05 AM Leszek Koltunski

Bugfix: for affected components, we were using bit 16, not the intended bit 32. Bit 16 clashes with associations of vertex effects!

8a6898dc 12/18/2024 10:14 PM Leszek Koltunski

Make it possible to apply Postprocessing effects to only an arbitrary subset of components.

3f12341d 03/29/2023 10:03 PM Leszek Koltunski

Dino6 solver: corrections to the pruning engine.

7f1735dc 07/15/2022 01:52 AM Leszek Koltunski

license

35a0f4ed 04/24/2021 12:37 AM Leszek Koltunski

Calibration of the previous workaround.

5ec42229 04/24/2021 12:12 AM Leszek Koltunski

Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.

eff6e3d3 03/14/2021 10:04 AM Leszek Koltunski

Properly solve the issue with Qualcomm driver V@331 having buggy UBO size.

073e5a7a 03/12/2021 10:33 PM Leszek Koltunski

Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.

The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.
Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....

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