wined3d: Use the absolute source value in shader_glsl_rsq().
This commit is contained in:
parent
adf4ca2e23
commit
c43c2a2845
|
@ -2255,12 +2255,12 @@ static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
|
|||
|
||||
if (mask_size > 1)
|
||||
{
|
||||
shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(%s)));\n",
|
||||
shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
|
||||
mask_size, src_param.param_str, src_param.param_str);
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(%s));\n",
|
||||
shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
|
||||
src_param.param_str, src_param.param_str);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue