wined3d: Replace an #if 0 with if(0).
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@ -645,15 +645,15 @@ static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const c
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case WINED3DFMT_V16U16:
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case WINED3DFMT_V16U16:
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if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
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if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
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(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
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(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
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#if 0
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if(0) {
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/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
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/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
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* disabled until an application that needs it is found because it causes unneeded
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* disabled until an application that needs it is found because it causes unneeded
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* shader recompilation in some game
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* shader recompilation in some game
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*/
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*/
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if(strlen(writemask) >= 4) {
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if(strlen(writemask) >= 4) {
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shader_addline(buffer, "MOV %s.%c, %s;\n", reg, one);
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shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
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}
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}
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}
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#endif
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} else {
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} else {
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/* Correct the sign, but leave the blue as it is - it was loaded correctly already
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/* Correct the sign, but leave the blue as it is - it was loaded correctly already
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* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
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* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
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