On Sat, Jan 3, 2015 at 2:16 PM, Matt Turner <matts...@gmail.com> wrote: > 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));
I just reinvesigated this. While this code does look funny, it does not necessarily yield a result greater than one. Using V2 of the LRP patch with x <-> y no longer reversed makes the changes to this shader go away. With that fixed, this commit doesn't affect shader-db. :( _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev