Hi,
I am trying to use "normalize" method at fragment test shader in my Open GL es2
application.
precision mediump float;
varying vec4 color;
void main (void)
{
vec4 tmp_Color = color + vec4(0.25);
gl_FragColor = vec4(normalize(tmp_Color.r), 0.0, 0.0, 1.0);
}
With above shader, my app colour is changed to "White". In the reference shader
test case,
gl_FragColor = vec4(tmp_Color.r / length(tmp_Color.r), 0.0, 0.0, 1.0);
With above shader, the app colour becomes Red.
When I saw normalize.ir in src\glsl\builtins\ir folder, from line no: 5 for
float argument
((return (expression float sign (var_ref arg0)))))
With above expression, normalize should produce expected behaviour. Not known
about the reason for unexpected behaviour. When I changed the code in
normalize.ir for float argument as like below, application is behaving as
expected (Red colour).
((return (expression float / (var_ref arg0) (expression float abs (var_ref
arg0))))))
Is any known bug present in mesa for float argument normalize, or am I missing
any thing?
Thanks & Regards
Madan
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