From: Petrichor Park ppark@codeweavers.com
--- dlls/wined3d/glsl_shader.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 67562d33205..67741e3fa81 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8894,7 +8894,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer shader_addline(buffer, "}\n"); continue; } - shader_addline(buffer, "dir = normalize(dir);\n"); + shader_addline(buffer, "dir = ffp_normalize(dir);\n"); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); shader_addline(buffer, "}\n"); } @@ -8915,8 +8915,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer { shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx); } - shader_addline(buffer, "dir = normalize(dir);\n"); - shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx); + shader_addline(buffer, "dir = ffp_normalize(dir);\n"); + shader_addline(buffer, "t = dot(-dir, ffp_normalize(ffp_light[%u].direction));\n", idx); shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx); shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx); shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)" @@ -8946,7 +8946,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer if (!settings->normal) continue; shader_addline(buffer, "att = 1.0;\n"); - shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx); + shader_addline(buffer, "dir = ffp_normalize(ffp_light[%u].direction.xyz);\n", idx); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); }
@@ -8956,7 +8956,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer if (!settings->normal) continue; shader_addline(buffer, "att = 1.0;\n"); - shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx); + shader_addline(buffer, "dir = ffp_normalize(ffp_light[%u].position.xyz);\n", idx); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); }