On 24/03/07, Stefan Dösinger stefan@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.