From: Elizabeth Figura zfigura@codeweavers.com
This has been incorrect since the introduction of bump mapping in the GLSL shader backend. (Although, to be fair, NVidia apparently has the same bug on Windows.) --- dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 93abadc6f6b..c0071dcdfaa 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1954,7 +1954,7 @@ static void shader_glsl_load_constants(struct shader_glsl_priv *priv, if (prog->ps.bumpenv_mat_location[i] == -1) continue;
- GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0, + GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, GL_TRUE, &constants->bumpenv.matrices[i]._00));
if (prog->ps.bumpenv_lum_scale_location[i] != -1)