Józef Kucia : wined3d: Fix FFP lighting.
Module: wine Branch: master Commit: 7955ce42fc03bfc94104fbc66110ae9eacdd43f8 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7955ce42fc03bfc94104fbc661... Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Mon May 29 10:53:31 2017 +0200 wined3d: Fix FFP lighting. Fixes a regression introduced by commit c329ee5673c5c9864611d9276e892abdf1d1a852. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5f3af03..27116d0 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8265,7 +8265,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; } shader_addline(buffer, "dir = normalize(dir);\n"); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); shader_addline(buffer, "}\n"); } @@ -8306,7 +8306,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer shader_addline(buffer, "}\n"); continue; } - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); shader_addline(buffer, "}\n"); } @@ -8317,7 +8317,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); } for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx) @@ -8327,7 +8327,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); } shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
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Alexandre Julliard