wined3d: Use the absolute source value in shader_glsl_rsq().
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@ -2255,12 +2255,12 @@ static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
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if (mask_size > 1)
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if (mask_size > 1)
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{
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{
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shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(%s)));\n",
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shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
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mask_size, src_param.param_str, src_param.param_str);
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mask_size, src_param.param_str, src_param.param_str);
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}
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}
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else
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else
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{
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{
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shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(%s));\n",
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shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
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src_param.param_str, src_param.param_str);
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src_param.param_str, src_param.param_str);
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}
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}
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}
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}
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