Direct3D stores vertex color data in BGRA order, OpenGL stores it in RGBA order. This causes red and blue to be swapped in d3d applications when run under wine. This patch fixes this problem for vertex shaders by enabling the flag that causes red and blue to be swapped in vshader_program_add_input_param_swizzle, when appropriate.
Changelog:
- Enable color fixups for vertex shaders
In my local tree I have some simple d3d8 shaders working. (See for instance http://roderick.student.utwente.nl/dolphin1.png and dolphin2.png on windows; there's some color issue but apart from that it works). This patch causes in combination with the other vshader patch you sent some drawing issues. Check http://roderick.student.utwente.nl/dolphin3.png
Regards, Roderick