Releases: robi29/GTA-IV-Shaders
GTA IV Shaders v1.0.5
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
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
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 (...
GTA IV Shaders v1.0.2
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
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...
GTA IV Shaders v1.0.0
-
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...