diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5f3af0394b0..27116d08a83 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8265,7 +8265,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; } shader_addline(buffer, "dir = normalize(dir);\n"); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); shader_addline(buffer, "}\n"); } @@ -8306,7 +8306,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer shader_addline(buffer, "}\n"); continue; } - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); shader_addline(buffer, "}\n"); } @@ -8317,7 +8317,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); } for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx) @@ -8327,7 +8327,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx); - shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i); + shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx); } shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",