diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 4083d56207e..98cbcf837b0 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2230,7 +2230,7 @@ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result * >= 1.0 or < 0.0 */ - shader_addline(arg->buffer, "gl_FragDepth = (%s.y == 0.0) ? 1.0 : clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name, dst_param.reg_name); + shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name, dst_param.reg_name); } /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: