Hi,

I am trying to use "normalize" method at fragment test shader in my Open GL es2 
application.

precision mediump float;
varying vec4 color;

void main (void)
{
    vec4 tmp_Color = color + vec4(0.25);
    gl_FragColor = vec4(normalize(tmp_Color.r), 0.0, 0.0, 1.0);
}

With above shader, my app colour is changed to "White". In the reference shader 
test case,

gl_FragColor = vec4(tmp_Color.r / length(tmp_Color.r), 0.0, 0.0, 1.0);

With above shader, the app colour becomes Red.

When I saw normalize.ir in src\glsl\builtins\ir folder, from line no: 5 for 
float argument

((return (expression float sign (var_ref arg0)))))

With above expression, normalize should produce expected behaviour. Not known 
about the reason for unexpected behaviour. When I changed the code in 
normalize.ir for float argument as like below, application is behaving as 
expected (Red colour).

((return (expression float / (var_ref arg0) (expression float abs (var_ref 
arg0))))))

Is any known bug present in mesa for float argument normalize, or am I missing 
any thing?

Thanks & Regards
Madan

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