diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index da81351994b..8d1f759bb6d 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -575,23 +575,38 @@ void generate_glsl_declarations( /* Declare the constants (aka uniforms) */ shader_addline(buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); + /* Declare texture samplers + * TODO: Make this work for textures other than 2D */ + for (i = 0; i < This->baseShader.limits.texture; i++) { + shader_addline(buffer, "uniform sampler2D mytex%lu;\n", i); + } + /* Declare address variables */ for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address & (1 << i)) shader_addline(buffer, "ivec4 A%ld;\n", i); } + /* Declare texture temporaries */ + for (i = 0; i < This->baseShader.limits.texture; i++) { + shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i); + } + + /* Declare temporary variables */ + for(i = 0; i < This->baseShader.limits.temporary; i++) { + if (reg_maps->temporary & (1 << i)) + shader_addline(buffer, "vec4 R%lu;\n", i); + } + /* Declare all named attributes (TODO: Add this to the reg_maps * and only declare those that are needed) */ for (i = 0; i < This->baseShader.limits.attributes; i++) { shader_addline(buffer, "attribute vec4 attrib%i;\n", i); } - /* Declare temporary variables */ - for(i = 0; i < This->baseShader.limits.temporary; i++) { - if (reg_maps->temporary & (1 << i)) - shader_addline(buffer, "vec4 R%lu;\n", i); - } + /* Temporary variables for matrix operations */ + shader_addline(buffer, "vec4 tmp0;\n"); + shader_addline(buffer, "vec4 tmp1;\n"); /* Start the main program */ shader_addline(buffer, "void main() {\n"); diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 4c52a25b6c8..65a81c5e0f4 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -1290,7 +1290,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader( /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (This->baseShader.hex_version < D3DPS_VERSION(2,0)) - shader_addline(&buffer, "glFragColor = R0;\n"); + shader_addline(&buffer, "gl_FragColor = R0;\n"); shader_addline(&buffer, "}\n\0"); TRACE("Compiling shader object %u\n", shader_obj);