wined3d: Don't output the fogcoord varying when not necessary.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1827,7 +1827,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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shader_addline(buffer, "} ffp_point;\n");
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}
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if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && version->major < 3)
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{
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declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
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}
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@ -5234,12 +5234,15 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
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* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
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*/
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if (reg_maps->shader_version.major < 3)
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{
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if (args->fog_src == VS_FOG_Z)
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shader_addline(buffer, "%s = gl_Position.z;\n",
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legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
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else if (!reg_maps->fog)
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shader_addline(buffer, "%s = 0.0;\n",
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legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
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}
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/* We always store the clipplanes without y inversion */
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if (args->clip_enabled)
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