diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c5c27ac2b1b..781105b46e0 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -116,9 +116,9 @@ struct glsl_ps_program GLhandleARB id; GLint *uniform_f_locations; GLint uniform_i_locations[MAX_CONST_I]; - GLint bumpenvmat_location[MAX_TEXTURES]; - GLint luminancescale_location[MAX_TEXTURES]; - GLint luminanceoffset_location[MAX_TEXTURES]; + GLint bumpenv_mat_location[MAX_TEXTURES]; + GLint bumpenv_lum_scale_location[MAX_TEXTURES]; + GLint bumpenv_lum_offset_location[MAX_TEXTURES]; GLint ycorrection_location; GLint np2_fixup_location; const struct ps_np2fixup_info *np2_fixup_info; @@ -788,24 +788,24 @@ static void shader_glsl_load_constants(const struct wined3d_context *context, { const float *data; - if (prog->ps.bumpenvmat_location[i] == -1) + if (prog->ps.bumpenv_mat_location[i] == -1) continue; data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]; - GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenvmat_location[i], 1, 0, data)); + GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data)); checkGLcall("glUniformMatrix2fvARB"); /* texbeml needs the luminance scale and offset too. If texbeml * is used, needsbumpmat is set too, so we can check that in the * needsbumpmat check. */ - if (prog->ps.luminancescale_location[i] != -1) + if (prog->ps.bumpenv_lum_scale_location[i] != -1) { const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]; const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]; - GL_EXTCALL(glUniform1fvARB(prog->ps.luminancescale_location[i], 1, scale)); + GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale)); checkGLcall("glUniform1fvARB"); - GL_EXTCALL(glUniform1fvARB(prog->ps.luminanceoffset_location[i], 1, offset)); + GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset)); checkGLcall("glUniform1fvARB"); } } @@ -1148,12 +1148,12 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont if (!(map & 1)) continue; - shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i); + shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i); if (reg_maps->luminanceparams & (1 << i)) { - shader_addline(buffer, "uniform float luminancescale%d;\n", i); - shader_addline(buffer, "uniform float luminanceoffset%d;\n", i); + shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i); + shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i); extra_constants_needed++; } @@ -3933,7 +3933,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, - "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, + "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask); if (ins->handler_idx == WINED3DSIH_TEXBEML) @@ -3944,7 +3944,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param); shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); - shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n", + shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n", dst_param.reg_name, dst_param.mask_str, luminance_param.param_str, sampler_idx, sampler_idx); } @@ -3959,7 +3959,7 @@ static void shader_glsl_bem(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_append_dst(ins->ctx->buffer, ins); - shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n", + shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n", src0_param.param_str, sampler_idx, src1_param.param_str); } @@ -4854,12 +4854,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, for (i = 0; i < MAX_TEXTURES; ++i) { - sprintf(name, "bumpenvmat%u", i); - entry->ps.bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); - sprintf(name, "luminancescale%u", i); - entry->ps.luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); - sprintf(name, "luminanceoffset%u", i); - entry->ps.luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); + sprintf(name, "bumpenv_mat%u", i); + entry->ps.bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); + sprintf(name, "bumpenv_lum_scale%u", i); + entry->ps.bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); + sprintf(name, "bumpenv_lum_offset%u", i); + entry->ps.bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); } if (ps_compile_args.np2_fixup)