+ if (ir->operands[0]->type->base_type == GLSL_TYPE_INT)
+ op0 = new(ir) ir_expression(ir_unop_i2f, vec_type, ir->operands[0], NULL);
+ else
+ op0 = new(ir) ir_expression(ir_unop_u2f, vec_type, ir->operands[0], NULL);
+
+ vec_type = glsl_type::get_instance(GLSL_TYPE_FLOAT,
+ ir->type->vector_elements,
+ ir->type->matrix_columns);
+
+ op0 = new(ir) ir_expression(ir_binop_mul, vec_type, op0, op1);
+
+ if (ir->operands[1]->type->base_type == GLSL_TYPE_INT) {