On Thu, 13 Jun 2019 at 14:48, Paul Gofman <gofmanp(a)gmail.com> wrote:
@@ -4268,7 +4268,12 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins) src_param.param_str, src_param.param_str); shader_glsl_append_dst(buffer, ins);
- if (mask_size > 1) + if (mask_size == 4) + { + shader_addline(buffer, "tmp0.x == 0.0 ? vec4(vec3(0.0), %s[3]) : (%s * inversesqrt(tmp0.x)));\n", + src_param.param_str, src_param.param_str); + } + else if (mask_size > 1) { shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n", mask_size, src_param.param_str); -- This should work, but the following is perhaps more straightforward:
shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n", src_param.param_str, src_param.param_str); I.e., simply dropping the mask_size dependency.