wined3d: Store a positive 1.0 in the ARB's vertex shader helper constant.
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@ -3981,7 +3981,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
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shader_addline(buffer, "TEMP TMP_OUT;\n");
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if(need_helper_const(gl_info)) {
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shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
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shader_addline(buffer, "PARAM helper_const = { 2.0, 1.0, %d.0, 0.0 };\n", This->rel_offset);
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}
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if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
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shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
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@ -4032,7 +4032,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
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*/
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if (!gl_info->supported[NV_VERTEX_PROGRAM])
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{
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shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
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shader_addline(buffer, "MOV result.color.secondary, helper_const.wwwy;\n");
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if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
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{
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@ -4040,7 +4040,7 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
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for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
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if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
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This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
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shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
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shader_addline(buffer, "MOV result.texcoord[%u].w, helper_const.y;\n", i);
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}
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}
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}
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