wined3d: Correctly check for luminance bumpmap parameters in shader_generate_glsl_declarations().
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@ -905,7 +905,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
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if(reg_maps->luminanceparams) {
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if (reg_maps->luminanceparams[i])
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{
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shader_addline(buffer, "uniform float luminancescale%d;\n", i);
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shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
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extra_constants_needed++;
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