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.
This commit is contained in:
Stefan Dösinger 2008-12-14 15:42:04 +01:00 committed by Alexandre Julliard
parent 61e581abb4
commit 30d542c3dd
1 changed files with 1 additions and 1 deletions

View File

@ -3663,7 +3663,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
} else {
fragcolor = "gl_FragColor";
}
if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
if(args->srgb_correction) {
shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
srgb_sub_high, srgb_sub_high, srgb_sub_high);