From 5e7a015b52fc3b1d635e4b5975a1ecaddfa8ec32 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Fri, 25 Mar 2016 22:50:24 +0100 Subject: [PATCH] wined3d: Clamp diffuse and specular color in GLSL vertex ffp replacement for core profile. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 717b9f8e134..9e6a631fcfb 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -6180,6 +6180,11 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n"); shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n"); } + else + { + shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n"); + shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n"); + } for (i = 0; i < MAX_TEXTURES; ++i) {