[WINED3D 3/3] Fix fog in the case of vertex shaders

Ivan Gyurdiev ivg231 at gmail.com
Tue Jun 20 05:43:32 CDT 2006


On 6/19/06, Jason Green <jave27 at gmail.com> wrote:
>
> - Fixes both ARB and GLSL shaders that use fog.
>

Is it really necessary to keep track of whether the shader uses fog or not?
What happens if you disable this post-processing for a shader that doesn't
write to the fog register?
Also, how come the ARB version forces the fog value to be > 0, but the GLSL
one has both lower and upper limit (clamp to 0,1) ? Shouldn't you use
saturate (_SAT) to achieve the same effect?
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