Module: wine Branch: master Commit: 4987ffff1f2951a238e67a2180d21f2c39a53243 URL: http://source.winehq.org/git/wine.git/?a=commit;h=4987ffff1f2951a238e67a2180...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Sep 10 11:08:40 2008 +0200
wined3d: Correct a comment.
---
dlls/wined3d/glsl_shader.c | 2 +- 1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index e89dbf3..f8159fd 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3672,7 +3672,7 @@ static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUF * * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w, - * which is the same as z = z / 2 - w. + * which is the same as z = z * 2 - w. */ shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");