{
case WINED3DSIH_SAMPLE:
break;
+ case WINED3DSIH_SAMPLE_B:
+ shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
+ lod_param_str = lod_param.param_str;
+ break;
case WINED3DSIH_SAMPLE_LOD:
flags |= WINED3D_GLSL_SAMPLE_LOD;
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
/* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl,
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
- /* WINED3DSIH_SAMPLE_B */ NULL,
+ /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_C */ NULL,
/* WINED3DSIH_SAMPLE_C_LZ */ NULL,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,