Re: wined3d: Implement more GLSL instructions

2006-07-21 Thread Jason Green
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 *

Re: wined3d: Implement more GLSL instructions

2006-07-21 Thread Chris
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

Re: Implement more GLSL instructions

2006-06-14 Thread Ivan Gyurdiev
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