diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 82b750c5d53..789d84659c9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1553,17 +1553,19 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { + char src0_str[100]; + char src0_name[50]; + char src0_mask[6]; + char dst_mask[6]; + DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; + DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; - DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; - char src0_str[100], dst_str[100]; - char src0_name[50], dst_name[50]; - char src0_mask[6], dst_mask[6]; + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str); - shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str); - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str); - - shader_addline(arg->buffer, "tmp0.x = dot(vec3(gl_TexCoord[%u]), vec3(%s));\n", dstreg, src0_str); - shader_addline(arg->buffer, "%s = vec4(texture1D(Psampler%u, tmp0.x))%s;\n", dst_str, dstreg, dst_mask); + shader_glsl_append_dst(arg->buffer, arg); + shader_glsl_get_write_mask(arg->dst, dst_mask); + shader_addline(arg->buffer, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n", + sampler_idx, sampler_idx, src0_str, dst_mask); } /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: