- 17 Jan, 2007 5 commits
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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- 16 Jan, 2007 35 commits
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Mikołaj Zalewski authored
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James Hawkins authored
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James Hawkins authored
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H. Verbeet authored
wined3d: Add a glsl_src_param_t type, pass it to shader_glsl_add_src_param() instead of three separate character arrays.
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H. Verbeet authored
wined3d: Add a glsl_dst_param_t type, pass it to shader_glsl_add_dst_param() instead of three separate character arrays.
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
Fix the comment.
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H. Verbeet authored
Use shader_glsl_get_sample_function(). Use the GLSL builtin reflect() function.
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H. Verbeet authored
Use shader_glsl_get_sample_function().
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H. Verbeet authored
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H. Verbeet authored
Use shader_glsl_get_sample_function().
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
Use shader_glsl_get_sample_function() rather than having the instruction handler figure it out itself. Get rid of shader_glsl_add_dst_old().
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
Use the correct source swizzle.
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
Take the difference between ps 1.4 and earlier versions into account.
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H. Verbeet authored
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H. Verbeet authored
wined3d: Rewrite shader_glsl_lrp() to properly take the write mask into account, use the GLSL mix instruction.
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H. Verbeet authored
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