wined3d: Make use of the ps_compile_args structure in glsl_shader.
Only a first step, many more occasions need fixing. This is an easy one though.
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@ -3663,7 +3663,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
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} else {
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fragcolor = "gl_FragColor";
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}
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if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
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if(args->srgb_correction) {
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shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
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fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
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srgb_sub_high, srgb_sub_high, srgb_sub_high);
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