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Releases: robi29/GTA-IV-Shaders

GTA IV Shaders v1.0.5

17 Oct 21:35
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Changelog:

  • deferred_lighting

    • Improved shadows depth bias for 2nd and 3rd cascades (kudos to Parallellines)
    • Fixed shadow banding occuring at soft PCSS
  • gta_terrain_va_2lyr

    • Decreased reflection intensity
  • gta_terrain_va_3lyr

    • Decreased reflection intensity
  • gta_terrain_va_4lyr

    • Decreased reflection intensity
  • rage_postfx

    • Improved FXAA when stipple filter is enabled (definition off)

GTA IV Shaders v1.0.4

26 Sep 18:03
65be168
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Changelog:

  • deferred_lighting

    • Implemented percentage-closer soft shadows (PCSS)
  • rage_postfx

    • Improved depth of field filter
    • Fixed aspect ratio of noise effect

GTA IV Shaders v1.0.3

17 Sep 22:32
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Changelog:

  • deferred_lighting

    • 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)
  • 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

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

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

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

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

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

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

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

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

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

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

    • 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

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

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

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

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

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

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

    • 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    • 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

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

    • 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

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

    • 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

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

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

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

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_terrain_va_2lyr

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_terrain_va_3lyr

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_terrain_va_3lyr

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

    • Added leaves shadow swaying for FusionFix (thanks to Parallellines)
  • gta_vehicle_badges

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

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

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

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

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

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_interior2

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

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

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (kudos to Parallellines)
  • gta_vehicle_paint1

    • Fixed z-fighting making depth buffer logarithmic, requires FusionFix ASI script (...
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GTA IV Shaders v1.0.2

26 Aug 20:45
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Changelog:

  • Overall

    • Corrected offsets in "Fixed dynamic shadows casted by static objects" change
    • Fixed too sharp shadows when using ShadowResFix
    • Fixed shadows filtering on some surfaces
    • Fixed traffic lights after correcting depth bias for emissivestrong lights
    • Fixed a bug with broken shadow offsets on some surfaces
    • Used width and height of shadow map texture for shadow filtering
    • Corrected register swizzling
  • cascadeConvert

    • Fixed the issue when improper shadow was drawn on water surface or some textures at particular camera angles (thanks to Parallellines)
  • deferred_lighting

    • Sharpened dynamic shadows
    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • gta_default

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • gta_glass

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • gta_normal

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • gta_normal_spec

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • gta_rmptfx_litsprite

    • Added soft particles
  • gta_vehicle_vehglass

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)
  • water

    • Ported directional shadows filtering from patch 1040 (thanks to Parallellines)

GTA IV Shaders v1.0.1

01 Jul 22:17
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Changelog:

  • gta_cubemap_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_cutout_fence

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_decal_amb_only

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_decal_dirt

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_decal_glue

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_decal_normal_only

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_default

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_diffuse_instance

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • 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)
  • gta_emissivenight

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_emissivestrong

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass_emissive

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass_emissivenight

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass_normal_spec_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_glass_spec

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_hair_sorted_alpha

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_hair_sorted_alpha_exp

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_im

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_cubemap_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_reflect_alpha

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_reflect_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_cubemap_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_reflect_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_reflect_emissive

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_normal_spec_reflect_emissivenight

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_parallax

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_parallax_specmap

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_parallax_steep

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_ped

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_ped_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_ped_skin

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_ped_skin_blendshape

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_projtex

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_projtex_steep

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_reflect_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_rmptfx_mesh

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_spec

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_spec_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_spec_reflect

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_spec_reflect_decal

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_badges

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_basic

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_chrome

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_disc

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_generic

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_interior

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_interior2

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_lightsemissive

    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_mesh

    • Increased specular power for chrome elements
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_vehicle_paint1

    • Increased specular power for s...
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GTA IV Shaders v1.0.0

29 Jun 18:44
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  • This is the first release, all fixes are described below:

  • deferred_lighting

    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Restored volumetric light shafts (thanks to Vaani)
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_cubemap_reflect

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_cutout_fence

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_amb_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_dirt

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_glue

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_normal_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_normal_only

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_diffuse_instance

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissivestrong

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Corrected depth bias
  • gta_glass

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_hair_sorted_alpha

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_hair_sorted_alpha_exp

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_im

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_normal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect_alpha

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax_specmap

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_ped_reflect

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped_skin

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped_skin_blendshape

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_projtex

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_projtex_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_rmptfx_mesh

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_terrain_va_2lyr

    • Increased amount of lighting at very acute angles
  • gta_terrain_va_3lyr

    • Increased amount of lighting at very acute angles
  • gta_terrain_va_4lyr

    • Increased amount of lighting at very acute angles
  • gta_vehicle_badges

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_basic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_chrome

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_disc

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_generic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_interior

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_interior2

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_lightsemissive

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_mesh

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_paint1

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute an...
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