diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index fea6892ca1d..8eda17adf05 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1609,17 +1609,14 @@ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { - + DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; - char src0_str[100], dst_str[100]; - char src0_name[50], dst_name[50]; - char src0_mask[6], dst_mask[6]; + char src0_str[100], src0_name[50], src0_mask[6]; - shader_glsl_add_dst_param(arg, arg->dst, 0, dst_name, dst_mask, dst_str); - shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src0_name, src0_mask, src0_str); + shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, src0_name, src0_mask, src0_str); - shader_addline(arg->buffer, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", dstreg, src0_str); - shader_addline(arg->buffer, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str, dst_name); + shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_str); + shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); } /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL