wined3d: Get rid of a few Nvidiaisms in glsl shaders.
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@ -533,9 +533,9 @@ void shader_generate_glsl_declarations(
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extra_constants_needed++;
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} else {
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ps_impl->srgb_mode_hardcoded = 1;
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shader_addline(buffer, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n",
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shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
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srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
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shader_addline(buffer, "const vec4 srgb_comparison = {%f, %f, %f, %f};\n",
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shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
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srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
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}
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} else {
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@ -557,7 +557,7 @@ void shader_generate_glsl_declarations(
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* actually used, only the max limit of the shader version
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*/
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FIXME("Cannot find a free uniform for vpos correction params\n");
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shader_addline(buffer, "const vec4 ycorrection = {%f, %f, 0.0, 0.0};\n",
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shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
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device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
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device->render_offscreen ? 1.0 : -1.0);
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}
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