wined3d: Simplify the generated GLSL for NRM.
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@ -2164,16 +2164,26 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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{
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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glsl_src_param_t src_param;
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glsl_src_param_t src_param;
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unsigned int mask_size;
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DWORD write_mask;
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DWORD write_mask;
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char dst_mask[6];
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char dst_mask[6];
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write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
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write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
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shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
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shader_glsl_append_dst(buffer, ins);
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shader_glsl_append_dst(buffer, ins);
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shader_addline(buffer, "tmp0.x == 0.0 ? (%s * FLT_MAX) : (%s / tmp0.x));",
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if (mask_size > 1)
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src_param.param_str, src_param.param_str);
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{
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shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
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mask_size, src_param.param_str);
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}
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else
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{
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shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
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src_param.param_str);
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}
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}
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}
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/** Process the WINED3DSIO_EXPP instruction in GLSL:
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/** Process the WINED3DSIO_EXPP instruction in GLSL:
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