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gsdx ogl: add an HLE shader to avoid upscaling line in ICO #1854
ICO uses a depth of field effect for the fog. Depth is extracted
In order to extract the DoF, ICO moves the depth buffer around the GS
The solution: I added a dedicated shader to read the depth buffer directly.
Honestly I would be surprised it works well for other games. Tbh I even surprised that it didn't break ICO. So far, when we have a display texture that is blended, the hack will sample from the current depth instead of the texture. It "works" because the texture is the depth that was moved. However I don't have any guarantee that it isn't a color buffer instead.
Note for myself: check that current texture isn't already a known color/depth buffers. Might avoid some bad cases.