On 7/21/06, Chris <[EMAIL PROTECTED]> wrote:
On Friday 21 July 2006 11:19, Jason Green wrote:
> + /* Calculate reflection vector (Assume normal is normalized): RF =
2*(N.E)*N -E */
> + shader_addline(buffer, "tmp0.w = dot(vec3(tmp0), %s);\n", src1_str);
> + shader_addline(buffer, "tmp0 = tmp0.w *
On Friday 21 July 2006 11:19, Jason Green wrote:
> + /* Calculate reflection vector (Assume normal is normalized): RF =
2*(N.E)*N -E */
> + shader_addline(buffer, "tmp0.w = dot(vec3(tmp0), %s);\n", src1_str);
> + shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
> + shader_addline(bu
As of this patch, Wine now supports more opcodes in GLSL than
ARB_vp/fp and we can handle many of the shader 2.0+ instructions not
available before. There are a few missing texture operations compared
to ARB still, and we're not properly handling textures for any shaders
<2.0, but that's true i