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Am 2014-11-03 19:55, schrieb Joachim Priesner:
- static const DWORD vertex_shader_code1[] =
- {
0xfffe0100, /* vs_1_0 */
/* output.Pos = mul(Projection, input.Pos) */
0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */
0x00000005, 0x800f0001, 0x90550000, 0xa0e40001, /* mul r1, v0.y, c1 */
0x00000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */
0x00000005, 0x800f0001, 0x90aa0000, 0xa0e40002, /* mul r1, v0.z, c2 */
0x00000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */
0x00000005, 0x800f0001, 0x90ff0000, 0xa0e40003, /* mul r1, v0.w, c3 */
0x00000002, 0xc00f0000, 0x80e40000, 0x80e40001, /* add oPos, r0, r1 */
/* output.Color = input.Color */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff, /* END */
- };
I asked Henri about the status of this patch on IRC today, and he reiterated that he wants the matrix multiplication removed from the shader and replaced with z = z * 0.5 + 0.5.