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<title>dolphin/Source/Core/VideoBackends/OGL/PostProcessing.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Move GL interface code out of the OpenGL video backend.</title>
<updated>2015-09-21T12:36:45+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-09-18T16:40:00+00:00</published>
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</entry>
<entry>
<title>Remove all of our workarounds for Qualcomm devices we don't support anymore.</title>
<updated>2015-09-05T04:45:35+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-09-05T04:45:35+00:00</published>
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<pre>
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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>
<entry>
<title>PostProcessing: Add support for user-supplied anaglyph shaders.</title>
<updated>2015-01-25T21:07:03+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-03T00:33:30+00:00</published>
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<id>262c3b19ecf9a4c022b3667613f892a5539dd34d</id>
<content type='text'>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
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<pre>
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
</pre>
</div>
</content>
</entry>
<entry>
<title>PostProcessing: Invalidate shader when anaglyph stereoscopy is toggled.</title>
<updated>2014-11-23T13:27:40+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-11-08T14:08:41+00:00</published>
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</entry>
<entry>
<title>PostProcessing: Add layered stereoscopy support.</title>
<updated>2014-11-23T13:23:41+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2014-10-22T11:02:28+00:00</published>
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<pre>
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</entry>
<entry>
<title>Implements PP shader system using attribute workaround.</title>
<updated>2014-10-30T15:49:03+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2014-10-30T01:06:45+00:00</published>
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This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
</content>
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<pre>
This is pretty much a step backwards in our code. We used to use attributes in our PP shader system a long time ago but we changed it to attributeless
for code simplicity and cleanliness. This reimplements the attribute code path as an optional path to take in the case your system doesn't work with
attributeless rendering. In this case the only shipping drivers that we can know for sure supports attributeless rendering is the Nexus 5's v95 driver
that is included in the Android 5.0 image.

I hadn't planned on implementing a work around to get post processing working in these cases, but due to us force enabling the PP shader system at all
times it sort of went up on the priority list. We can't be having a supported platform black screening at all times can we?
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #1322 from degasus/ogl-pp</title>
<updated>2014-10-25T02:48:27+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2014-10-25T02:48:27+00:00</published>
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<id>bc26cb1b19993934abe375eb2f5861c2f1587f8d</id>
<content type='text'>
OGL: force enable postprocessing</content>
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<pre>
OGL: force enable postprocessing</pre>
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</content>
</entry>
<entry>
<title>OGL: force enable postprocessing</title>
<updated>2014-10-22T22:21:52+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2014-10-18T07:32:24+00:00</published>
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