wined3d: Get rid of a superfluous floatBitsToUint() in shader_glsl_texkill().
shader_glsl_add_src_param() already adds floatBitsToUint(). Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5450,7 +5450,7 @@ static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
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struct glsl_src_param src_param;
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
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shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
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shader_addline(ins->ctx->buffer, "if (bool(%s)) discard;\n", src_param.param_str);
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}
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else
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{
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