diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7e79e274964..2aadbfc7c77 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -617,9 +617,8 @@ void shader_generate_glsl_declarations( } /* Declare input register temporaries */ - for (i=0; i < This->baseShader.limits.packed_input; i++) { - if (reg_maps->packed_input[i]) - shader_addline(buffer, "vec4 IN%lu;\n", i); + if(pshader) { + shader_addline(buffer, "vec4 IN[%lu];\n", This->baseShader.limits.packed_input); } /* Declare output register temporaries */ @@ -775,7 +774,7 @@ static void shader_glsl_get_register_name( if (pshader) { /* Pixel shaders >= 3.0 */ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) - sprintf(tmpStr, "IN%u", reg); + sprintf(tmpStr, "IN[%u]", reg); else { if (reg==0) strcpy(tmpStr, "gl_Color"); @@ -2514,28 +2513,28 @@ void pshader_glsl_input_pack( case WINED3DDECLUSAGE_COLOR: if (usage_idx == 0) - shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n", i, reg_mask, reg_mask); else if (usage_idx == 1) - shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n", i, reg_mask, reg_mask); else - shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(unsupported_color_input)%s;\n", i, reg_mask, reg_mask); break; case WINED3DDECLUSAGE_TEXCOORD: - shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(gl_TexCoord[%u])%s;\n", i, reg_mask, usage_idx, reg_mask ); break; case WINED3DDECLUSAGE_FOG: - shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord)%s;\n", i, reg_mask, reg_mask); break; default: - shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n", + shader_addline(buffer, "IN[%u]%s = vec4(unsupported_input)%s;\n", i, reg_mask, reg_mask); } }