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.
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H. Verbeet