wined3d: Add a trailing '\n' to shader_addline() calls.

Francois Gouget fgouget at free.fr
Thu Feb 12 05:30:13 CST 2009


---
 dlls/wined3d/glsl_shader.c |    4 ++--
 1 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f67fdd5..23beb46 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3874,13 +3874,13 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
             case FOG_EXP:
                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
-                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);");
+                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
                 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
                 break;
             case FOG_EXP2:
                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
-                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);");
+                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
                 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
                 break;
         }
-- 
1.5.6.5




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