diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 8ad417539cb..3301cc21ab2 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3251,7 +3251,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs SHADER_BUFFER buffer; DWORD usage, usage_idx, writemask; char reg_mask[6]; - const struct wined3d_shader_semantic *semantics_out, *semantics_in; + const struct wined3d_shader_semantic *semantics_out; shader_buffer_init(&buffer); @@ -3327,7 +3327,6 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs } else if(ps_major >= 3 && vs_major >= 3) { semantics_out = vs->semantics_out; - semantics_in = ps->semantics_in; /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); @@ -3357,19 +3356,17 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs /* Then, fix the pixel shader input */ handle_ps3_input(&buffer, gl_info, ps->input_reg_map, - semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps); + ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps); shader_addline(&buffer, "}\n"); } else if(ps_major >= 3 && vs_major < 3) { - semantics_in = ps->semantics_in; - shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); shader_addline(&buffer, "void order_ps_input() {\n"); /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings */ - handle_ps3_input(&buffer, gl_info, ps->input_reg_map, semantics_in, &ps->baseShader.reg_maps, NULL, NULL); + handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL); shader_addline(&buffer, "}\n"); } else { ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);