diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 9b8cd5b4007..1cf7f22ffe0 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3182,8 +3182,9 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) 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)) { - /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders. - * However, they seem to work just fine in fragment shaders as well. */ + /* Plain GLSL only supports Lod sampling functions in vertex shaders. + * However, the NVIDIA drivers allow them in fragment shaders as well, + * even without the appropriate extension. */ WARN("Using %s in fragment shader.\n", sample_function.name); } shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, @@ -3993,7 +3994,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context shader_addline(buffer, "#version 120\n"); - if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd) + if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) { shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n"); }