Re: WineD3D: Implement bem shader instruction
March 24, 2007
3 p.m.
On 24/03/07, Stefan Dösinger <stefan(a)codeweavers.com> wrote:
+ shader_glsl_get_write_mask(arg->dst, dst_mask); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); + shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param); + + shader_glsl_append_dst(arg->buffer, arg); + shader_addline(arg->buffer, "(%s + vec4(bumpenvmat * %s.rg, 0.0, 0.0))%s);\n", + src0_param.reg_name, src1_param.reg_name, dst_mask); +}
Please use xyzw consistently for components. Mixing xyzw with rgba and stuv only obfuscates things. Also, the vec4 contructor is unecessary, you should use proper swizzles instead.
7033
Age (days ago)
7033
Last active (days ago)
0 comments
1 participants
participants (1)
-
H. Verbeet