On 18 September 2014 21:57, Joachim Priesner joachim.priesner@web.de wrote:
When using a right-handed projection matrix, z coordinates of vertices may be negative. This is not considered in the code generating the GLSL fog shader. The patch fixes that and adds a test.
The patch is likely correct, but the test has room for improvement. For example, it doesn't currently distinguish between using the absolute fog coordinate in the vertex shader or doing the same in the fragment shader. Also, please don't forget about ddraw and d3d8.