Signed-off-by: Paul Gofman gofmanp@gmail.com --- v3: - output 'w' component unchanged in case of zero norm. v4: - simplify output expression.
dlls/wined3d/glsl_shader.c | 12 ++---------- 1 file changed, 2 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f2fa18dba8..f7757bf4a9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4268,16 +4268,8 @@ 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) - { - shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n", - mask_size, src_param.param_str); - } - else - { - shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n", - src_param.param_str); - } + shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n", + src_param.param_str, src_param.param_str); }
static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)