diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7e0971be39e..740e100ee3d 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -5507,7 +5507,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf { const char *texture_function, *coord_mask; char tex_reg_name[8]; - BOOL proj, clamp; + BOOL proj; if (!(tex_map & (1 << stage))) continue; @@ -5527,12 +5527,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf proj = TRUE; } - if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP - || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) - clamp = FALSE; - else - clamp = TRUE; - switch (settings->op[stage].tex_type) { case tex_1d: @@ -5624,12 +5618,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage); } - if (clamp) - shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n", - stage, texture_function, stage, coord_mask); - else - shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n", - stage, texture_function, stage, coord_mask); + shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n", + stage, texture_function, stage, coord_mask); if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n", @@ -5637,21 +5627,13 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf } else if (settings->op[stage].projected == proj_count3) { - if (clamp) - shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n", - stage, texture_function, stage, stage); - else - shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n", - stage, texture_function, stage, stage); + shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n", + stage, texture_function, stage, stage); } else { - if (clamp) - shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n", - stage, texture_function, stage, stage, coord_mask); - else - shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n", - stage, texture_function, stage, stage, coord_mask); + shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n", + stage, texture_function, stage, stage, coord_mask); } sprintf(tex_reg_name, "tex%u", stage);