Module: wine Branch: master Commit: 7955ce42fc03bfc94104fbc66110ae9eacdd43f8 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7955ce42fc03bfc94104fbc661...
Author: Józef Kucia jkucia@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@codeweavers.com Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@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",