- 16 Jan, 2007 40 commits
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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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H. Verbeet authored
In case of writing to an address register round the source.
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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
wined3d: Move WINED3DSIO_SGE & WINED3DSIO_SLT from shader_glsl_map2gl() to shader_glsl_compare() where they belong. Properly take the write mask into account
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
The write mask can only be one of .x, .y, .xy
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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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