diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f6e3d8d3c2d..ff3c7e4ca99 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3491,7 +3491,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4] - && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) + && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL) { /* Plain GLSL only supports Lod sampling functions in vertex shaders. * However, the NVIDIA drivers allow them in fragment shaders as well,