GLSL needs the # of src masks to match the dest write mask. So this: r0.xy = r1 + r2; becomes: r0.xy = r1.xy + r2.xy; Also, and this is the trickier one: GLSL reads the source registers from their first component on whereas D3D reads them as referenced in the dest register mask! So this code in D3D: r0.yz = c0.x + c1.wxyz Really means: r0.y = c0.x + c1.x r0.z = c0.x + c1.y So we translate it t
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