struct ureg_dst wpos_temp = ureg_DECL_temporary(ureg);
struct ureg_src wpos_input = t->inputs[t->inputMapping[FRAG_ATTRIB_WPOS]];
+ /* Note that we bias X and Y and pass Z and W through unchanged.
+ * The shader might also use gl_FragCoord.w and .z.
+ */
ureg_ADD(ureg,
- ureg_writemask(wpos_temp, TGSI_WRITEMASK_X | TGSI_WRITEMASK_Y),
- wpos_input, ureg_imm1f(ureg, value));
+ ureg_writemask(wpos_temp, TGSI_WRITEMASK_XYZW),
+ wpos_input, ureg_imm4f(ureg, value, value, 0.0f, 0.0f));
t->inputs[t->inputMapping[FRAG_ATTRIB_WPOS]] = ureg_src(wpos_temp);
}