a6fa6a4a31
SM3.0 requires 10 4 component float varyings for passing stuff between vertex and pixel shaders. GF7 and earlier report 8 generic varyings + gl_Color and gl_SecondaryColor in GLSL. This patch allows us to use gl_Color and gl_SecondaryColor to get 2 extra varyings, which some games, like C&C3 with highest gfx settings, require. |
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.. | ||
Makefile.in | ||
arb_program_shader.c | ||
ati_fragment_shader.c | ||
baseshader.c | ||
basetexture.c | ||
clipper.c | ||
context.c | ||
cubetexture.c | ||
device.c | ||
directx.c | ||
drawprim.c | ||
glsl_shader.c | ||
indexbuffer.c | ||
palette.c | ||
pixelshader.c | ||
query.c | ||
resource.c | ||
state.c | ||
stateblock.c | ||
surface.c | ||
surface_base.c | ||
surface_gdi.c | ||
swapchain.c | ||
texture.c | ||
utils.c | ||
vertexbuffer.c | ||
vertexdeclaration.c | ||
vertexshader.c | ||
volume.c | ||
volumetexture.c | ||
wined3d.spec | ||
wined3d_main.c | ||
wined3d_private.h | ||
wined3d_private_types.h |