On Sat, Jan 3, 2015 at 11:18 AM, Thomas Helland <thomashellan...@gmail.com> wrote: > This improves one shader from Brutal Legend. > It does a lrp that yields a result larger than 1, > that then gets saturated. This is replaced by a constant 1.
Not a comment on your patch, but the code in question does this: > const vec4 ps_c0 = vec4(-0.65, -0.92, -6.0, -10.0); > ... > t2_ps.xy = clamp(mix(-ps_c0.xy, t1_ps.ww, -ps_c0.zw), vec2(0.0), vec2(1.0)); and t1_ps is the result of texture2D(). I suspect this is a mistake in translating the program from DX to GLSL, since DX's lrp opcode's arguments are reversed from GLSL's mix(). In our shader-db, this appears in brutal-legend/211 and costume-quest/74. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev