Henri Verbeet : wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().
Module: wine Branch: master Commit: e4f50de336cf4b3d4be1f78d4d04d7376df7280e URL: http://source.winehq.org/git/wine.git/?a=commit;h=e4f50de336cf4b3d4be1f78d4d... Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Thu May 30 22:34:15 2013 +0200 wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting(). --- dlls/wined3d/glsl_shader.c | 3 +-- 1 files changed, 1 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index fb96463..57f22de 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4836,7 +4836,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\n"); shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n"); shader_addline(buffer, "vec4 specular = vec4(0.0);\n"); - shader_addline(buffer, "vec3 dir, dst, half;\n"); + shader_addline(buffer, "vec3 dir, dst;\n"); shader_addline(buffer, "float att, t;\n"); ambient = shader_glsl_ffp_mcs(settings->ambient_source, "gl_FrontMaterial.ambient"); @@ -4846,7 +4846,6 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) { - light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK; switch (light_type) {
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Alexandre Julliard