diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 82a5fb8e3c9..7402a793faa 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -891,11 +891,12 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s extra_constants_needed++; } - if(ps_args->srgb_correction) { - shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n", - srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low); - shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n", - srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); + if (ps_args->srgb_correction) + { + shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n", + srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low); + shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n", + srgb_cmp); } if(reg_maps->vpos || reg_maps->usesdsy) { if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { @@ -3717,14 +3718,13 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct shader_addline(buffer, "gl_FragData[0] = R0;\n"); } - if(args->srgb_correction) { - shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", - srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, - srgb_sub_high, srgb_sub_high, srgb_sub_high); - shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * srgb_mul_low.xyz;\n"); - shader_addline(buffer, "gl_FragData[0].x = gl_FragData[0].x < srgb_comparison.x ? tmp1.x : tmp0.x;\n"); - shader_addline(buffer, "gl_FragData[0].y = gl_FragData[0].y < srgb_comparison.y ? tmp1.y : tmp0.y;\n"); - shader_addline(buffer, "gl_FragData[0].z = gl_FragData[0].z < srgb_comparison.z ? tmp1.z : tmp0.z;\n"); + if (args->srgb_correction) + { + shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n"); + shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n"); + shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n"); + shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n"); + shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n"); shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n"); } /* Pixel shader < 3.0 do not replace the fog stage.