diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index ff884f9ac09..132ecdfdd6c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2765,7 +2765,10 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); - if (version->type == WINED3D_SHADER_TYPE_PIXEL) + /* FIXME: We currently don't support fixups for vertex shaders or anything + * above SM3. Note that for SM4+ the sampler index doesn't have to match + * the resource index. */ + if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; fixup = priv->cur_ps_args->color_fixup[sampler]; @@ -2780,7 +2783,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s } else { - fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */ + fixup = COLOR_FIXUP_IDENTITY; } shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);