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Decompiled GTA IV shaders and fixes

Decompiled all GTA IV shaders and provided numerous fixes and improvements for them. The changelog is below.

Installation guide

Download 7zip archive from releases, unpack the archive and copy fxc files to "Grand Theft Auto IV\common\shaders\win32_30_nv8" and "Grand Theft Auto IV\common\shaders\win32_30_atidx10".

Other interesting repositories

  1. Decompiled shaders by: https://github.com/d3g0n-byte/RAGE-Shader-Editor/releases
  2. Recommendation: d3d9.dll from: https://github.com/RaphaelK12/GTA4-Improved-Soft-Shadows
  3. Some other shader fixes: https://github.com/Parallellines0451/GTAIV.ShaderFixesCollection
  4. FusionFix: https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix

Changelog

  • cascadeConvert

    • Fixed the issue when improper shadow was drawn on water surface or some textures at particular camera angles (thanks to Parallellines)
    • Removed improper blur before the shadowmap is sampled by lighting (kudos to Parallellines)
  • deferred_lighting

    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Restored volumetric light shafts (thanks to Vaani)
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Sharpened dynamic shadows
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Removed artificial lights dimming when dynamic shadows are casted
    • Dimmed shadow texture under vehicles for some artificial lights
    • Fixed pitch black shadow texture under vehicles
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Implemented percentage-closer soft shadows (PCSS)
    • Improved shadows depth bias for 2nd and 3rd cascades (kudos to Parallellines)
    • Fixed shadow banding occuring at soft PCSS
  • gpuptfx_simplerender

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_atmoscatt_clouds

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_cubemap_reflect

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_cutout_fence

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_decal

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_decal_amb_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_decal_dirt

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_decal_glue

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_decal_normal_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_default

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_diffuse_instance

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed invisible lamp glass at day (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_emissivestrong

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Corrected depth bias
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_glass_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_grass

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_hair_sorted_alpha

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_hair_sorted_alpha_exp

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_im

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_reflect_alpha

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Fixed too much specular on building windows and some terrains
  • gta_normal_spec_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec_reflect_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_normal_spec_reflect_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_parallax

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_parallax_specmap

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_parallax_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_ped

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_ped_reflect

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_ped_skin

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_ped_skin_blendshape

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_projtex

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_projtex_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_radar

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_rmptfx_gpurender

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_rmptfx_litsprite

    • Added soft particles
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_rmptfx_mesh

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_rmptfx_raindrops

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Fixed too much specular on building windows and some terrains
  • gta_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_terrain_va_2lyr

    • Increased amount of lighting at very acute angles
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Decreased reflection intensity
  • gta_terrain_va_3lyr

    • Increased amount of lighting at very acute angles
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Decreased reflection intensity
  • gta_terrain_va_4lyr

    • Increased amount of lighting at very acute angles
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Decreased reflection intensity
  • gta_trees

    • Added leaves shadow swaying for FusionFix (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_badges

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_basic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_chrome

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_disc

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_generic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_interior

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_interior2

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_lightsemissive

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_mesh

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Increased specular power for chrome elements
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_paint1

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Increased specular power for standard vehicles
    • Implemented fresnel effect for reflections
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_paint2

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Implemented fresnel effect for reflections
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_paint3

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Implemented fresnel effect for reflections
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_rims1

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_rims2

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_rubber

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_shuts

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_tire

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_vehglass

    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_wire

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • mirror

    • Fixed distorted mirrors projection when camera is too close to mirror
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_atmoscatt_clouds

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_billboard_nobump

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_bink

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_default

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_fastmipmap

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_im

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rage_postfx

    • Ported changes from VisualIV
    • Remade bloom shader with proper resolution scaling
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
    • Added FXAA
    • Improved depth of field filter
    • Fixed aspect ratio of noise effect
    • Improved FXAA when stipple filter is enabled (definition off)
  • rmptfx_collision

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rmptfx_default

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • rmptfx_litsprite

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • shadowZ

    • Fixed dynamic shadows casted by static objects
  • shadowZDir

    • Fixed dynamic shadows casted by static objects
  • water

    • Fixed shadow offset on water surface
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Corrected texture tiling
    • Improved water transparency
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • waterTex

    • Ported changes from VisualIV