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wine
wine-cw
Commits
cf1a3cc8
Commit
cf1a3cc8
authored
Jan 15, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Jan 16, 2007
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wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Use shader_glsl_get_sample_function(). Use the GLSL builtin reflect() function.
parent
f0fb61da
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1 changed file
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16 additions
and
12 deletions
+16
-12
glsl_shader.c
dlls/wined3d/glsl_shader.c
+16
-12
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dlls/wined3d/glsl_shader.c
View file @
cf1a3cc8
...
...
@@ -1761,27 +1761,31 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
DWORD
reg
=
arg
->
dst
&
WINED3DSP_REGNUM_MASK
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_PARSE_STATE
*
current_state
=
&
shader
->
baseShader
.
parse_state
;
char
dst_str
[
8
];
char
src0_str
[
100
],
src0_name
[
50
],
src0_mask
[
6
];
char
src0_str
[
100
],
src0_name
[
50
],
src0_mask
[
6
],
dst_mask
[
6
];
DWORD
src_mask
=
WINED3DSP_WRITEMASK_0
|
WINED3DSP_WRITEMASK_1
|
WINED3DSP_WRITEMASK_2
;
DWORD
sampler_type
=
arg
->
reg_maps
->
samplers
[
reg
]
&
WINED3DSP_TEXTURETYPE_MASK
;
glsl_sample_function_t
sample_function
;
shader_glsl_add_src_param
_old
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
]
,
src0_name
,
src0_mask
,
src0_str
);
shader_glsl_add_src_param
(
arg
,
arg
->
src
[
0
],
arg
->
src_addr
[
0
],
src_mask
,
src0_name
,
src0_mask
,
src0_str
);
/* Perform the last matrix multiply operation */
shader_addline
(
buffer
,
"tmp0.z = dot(vec3(T%u), vec3(%s));
\n
"
,
reg
,
src0_str
);
/* Construct the eye-ray vector from w coordinates */
shader_addline
(
buffer
,
"tmp1.x = gl_TexCoord[%u].w;
\n
"
,
current_state
->
texcoord_w
[
0
]);
shader_addline
(
buffer
,
"tmp1.y = gl_TexCoord[%u].w;
\n
"
,
current_state
->
texcoord_w
[
1
]);
shader_addline
(
buffer
,
"tmp1.z = gl_TexCoord[%u].w;
\n
"
,
reg
);
shader_addline
(
buffer
,
"tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));
\n
"
,
current_state
->
texcoord_w
[
0
],
current_state
->
texcoord_w
[
1
],
reg
);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
shader_addline
(
buffer
,
"tmp0.x = dot(vec3(tmp0), vec3(tmp1));
\n
"
);
shader_addline
(
buffer
,
"tmp0 = tmp0.w * tmp0;
\n
"
);
shader_addline
(
buffer
,
"tmp0 = (2.0 * tmp0) - tmp1;
\n
"
);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
* This is equavalent to reflect(-tmp1, tmp0); */
shader_addline
(
buffer
,
"tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);
\n
"
);
shader_glsl_append_dst
(
buffer
,
arg
);
shader_glsl_get_write_mask
(
arg
->
dst
,
dst_mask
);
shader_glsl_get_sample_function
(
sampler_type
,
FALSE
,
&
sample_function
);
/* Sample the texture using the calculated coordinates */
s
printf
(
dst_str
,
"T%u"
,
reg
);
shader_glsl_sample
(
arg
,
reg
,
dst_str
,
"tmp0"
);
s
hader_addline
(
buffer
,
"%s(Psampler%u, tmp0.xyz)%s);
\n
"
,
sample_function
.
name
,
reg
,
dst_mask
);
current_state
->
current_row
=
0
;
}
...
...
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