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<title>dolphin/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>D3D: Depth range inversion.</title>
<updated>2015-05-26T13:31:31+00:00</updated>
<author>
<name>galop1n</name>
<email>galopin@gmail.com</email>
</author>
<published>2015-05-24T12:44:25+00:00</published>
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Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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<pre>
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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</entry>
<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>VideoCommon: Clamp integer conversions.</title>
<updated>2015-05-08T12:32:16+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T20:42:06+00:00</published>
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<entry>
<title>VideoBackends: Floor depth values in depth copy shaders.</title>
<updated>2015-05-08T12:29:30+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T20:02:12+00:00</published>
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<entry>
<title>VideoBackends: Use proper floating point depth precision.</title>
<updated>2015-05-08T12:29:29+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-05T21:34:45+00:00</published>
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</entry>
<entry>
<title>PixelShaderCache: Fix MSAA depth copy shader.</title>
<updated>2015-05-06T10:43:35+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-06T10:43:12+00:00</published>
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</entry>
<entry>
<title>VideoBackends: Implement depth copy shaders with integer math.</title>
<updated>2015-05-04T22:40:25+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-04T21:28:30+00:00</published>
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</entry>
<entry>
<title>Anaglyph: Use matrices instead of vectors.</title>
<updated>2015-01-02T13:32:42+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-02T12:35:53+00:00</published>
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<entry>
<title>PixelShaderCache: Implement Dubois algorithm in anaglyph shader.</title>
<updated>2015-01-02T02:06:11+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-02T02:02:33+00:00</published>
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