[PATCH 2/5] wined3d: Correctly check for luminance bumpmap parameters in shader_generate_glsl_declarations().
Henri Verbeet
hverbeet at codeweavers.com
Tue Aug 11 02:42:13 CDT 2009
---
dlls/wined3d/glsl_shader.c | 3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0f5871e..2f75f9d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -905,7 +905,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
- if(reg_maps->luminanceparams) {
+ if (reg_maps->luminanceparams[i])
+ {
shader_addline(buffer, "uniform float luminancescale%d;\n", i);
shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
extra_constants_needed++;
--
1.6.0.6
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