wined3d: Don't modify the texcoord mask for "projected" cube textures in shader_glsl_tex().

This commit is contained in:
Henri Verbeet 2013-06-07 10:17:53 +02:00 committed by Alexandre Julliard
parent f52d4044eb
commit e8905e360f
1 changed files with 5 additions and 2 deletions

View File

@ -3515,8 +3515,11 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3; mask = WINED3DSP_WRITEMASK_3;
} }
} else { }
if (ins->flags & WINED3DSI_TEXLD_PROJECT) else
{
if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
&& ins->ctx->reg_maps->sampler_type[sampler_idx] != WINED3DSTT_CUBE)
{ {
/* ps 2.0 texldp instruction always divides by the fourth component. */ /* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;