wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Use shader_glsl_get_sample_function(). Use the GLSL builtin reflect() function.
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@ -1761,27 +1761,31 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
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SHADER_BUFFER* buffer = arg->buffer;
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SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
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char dst_str[8];
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char src0_str[100], src0_name[50], src0_mask[6];
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char src0_str[100], src0_name[50], src0_mask[6], dst_mask[6];
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DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
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glsl_sample_function_t sample_function;
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str);
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/* Perform the last matrix multiply operation */
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shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_str);
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/* Construct the eye-ray vector from w coordinates */
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shader_addline(buffer, "tmp1.x = gl_TexCoord[%u].w;\n", current_state->texcoord_w[0]);
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shader_addline(buffer, "tmp1.y = gl_TexCoord[%u].w;\n", current_state->texcoord_w[1]);
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shader_addline(buffer, "tmp1.z = gl_TexCoord[%u].w;\n", reg);
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shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
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current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
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/* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
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shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
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shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n");
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shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n");
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/* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
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* This is equavalent to reflect(-tmp1, tmp0); */
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shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
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shader_glsl_append_dst(buffer, arg);
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shader_glsl_get_write_mask(arg->dst, dst_mask);
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shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
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/* Sample the texture using the calculated coordinates */
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sprintf(dst_str, "T%u", reg);
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shader_glsl_sample(arg, reg, dst_str, "tmp0");
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shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
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current_state->current_row = 0;
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}
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