wined3d: Get rid of a few Nvidiaisms in glsl shaders.

This commit is contained in:
Stefan Dösinger 2007-11-09 14:52:56 +01:00 committed by Alexandre Julliard
parent edb78187a9
commit ed7e520926
1 changed files with 3 additions and 3 deletions

View File

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