wined3d: Fix FFP lighting.

Fixes a regression introduced by commit
c329ee5673.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-29 10:53:31 +02:00 committed by Alexandre Julliard
parent 7c5e060be9
commit 7955ce42fc

View File

@ -8265,7 +8265,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
continue;
}
shader_addline(buffer, "dir = normalize(dir);\n");
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
shader_addline(buffer, "}\n");
}
@ -8306,7 +8306,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
shader_addline(buffer, "}\n");
continue;
}
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
shader_addline(buffer, "}\n");
}
@ -8317,7 +8317,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
continue;
shader_addline(buffer, "att = 1.0;\n");
shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
}
for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
@ -8327,7 +8327,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
continue;
shader_addline(buffer, "att = 1.0;\n");
shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
}
shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",