We use GL_R8 for WINED3DFMT_P8_UINT in core contexts, since GL_ALPHA8 is not available.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/glsl_shader.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 64a2604ab7d..a9af9acd31f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12318,8 +12318,9 @@ static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer shader_addline(buffer, "uniform sampler1D sampler_palette;\n"); shader_addline(buffer, "\nvoid main()\n{\n"); /* The alpha-component contains the palette index. */ - shader_addline(buffer, " float index = texture%s(sampler, out_texcoord.%s).w;\n", - needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle); + shader_addline(buffer, " float index = texture%s(sampler, out_texcoord.%s).%c;\n", + needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle, + gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x'); /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in * the middle. */ shader_addline(buffer, " index = (index * 255.0 + 0.5) / 256.0;\n");