WineD3D: Implement bem shader instruction

H. Verbeet hverbeet at gmail.com
Sat Mar 24 10:00:19 CDT 2007


On 24/03/07, Stefan Dösinger <stefan at 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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