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<title>dolphin/Source/Core/VideoCommon/PostProcessing.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
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</content>
</entry>
<entry>
<title>Pass strings by const reference where possible</title>
<updated>2015-05-29T00:54:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-05-29T00:28:48+00:00</published>
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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>
<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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</pre>
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</entry>
<entry>
<title>Use emplace_* functions where in-place construction is preferable</title>
<updated>2015-02-04T16:39:08+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-02-04T15:36:42+00:00</published>
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</entry>
<entry>
<title>PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.</title>
<updated>2015-01-25T22:08:49+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-01-25T22:08:49+00:00</published>
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Reduces code complexity and fixes a bug where the shader is not properly invalidated.
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Reduces code complexity and fixes a bug where the shader is not properly invalidated.
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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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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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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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</entry>
<entry>
<title>Fix the Post Processing shader configuration dialog.</title>
<updated>2015-01-20T22:40:46+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2015-01-20T22:40:46+00:00</published>
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On locales that don't use period as a separator this would break us.
For vector values in a configuration, we use comma as a separator which causes the configuration to balloon to massive sizes due to never saving them
correctly. Loading would then break since it would load a million configuration options.
Fixes issue #7569.
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On locales that don't use period as a separator this would break us.
For vector values in a configuration, we use comma as a separator which causes the configuration to balloon to massive sizes due to never saving them
correctly. Loading would then break since it would load a million configuration options.
Fixes issue #7569.
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</content>
</entry>
<entry>
<title>Revert "Catch broken configurations inside of the Post Processing shaders."</title>
<updated>2014-08-25T12:33:41+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2014-08-25T12:33:41+00:00</published>
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<entry>
<title>Catch broken configurations inside of the Post Processing shaders.</title>
<updated>2014-08-18T04:59:21+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2014-08-18T03:57:39+00:00</published>
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This catches most instances of configuration failures that can happen in a post processing shader.
Gives a user a helpful error message that lets them know what they have failed to set up correctly
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This catches most instances of configuration failures that can happen in a post processing shader.
Gives a user a helpful error message that lets them know what they have failed to set up correctly
</pre>
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</entry>
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