6/10: WineD3D: rsq and rcp instructions may need a default swizzle in arb.

ARB shaders need a swizzle for the RSQ and RCP instructions, while d3d
shaders do not. The DirectX sdk says that the x component is used if
no swizzle is given.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3a2ee8a..ba01c02 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1601,6 +1601,7 @@
 /* ARB vertex shader prototypes */
 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
+extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
 
 /* GLSL helper functions */
 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);