[PATCH 2/2] wined3d: Avoid calculating 1 / (fog_end - fog_start) in the shader
Stefan Dösinger
stefan at codeweavers.com
Fri Jun 21 05:06:51 CDT 2013
This also works for fog_start == fog_end on drivers that don't handle
this situation correctly with fixed function fog. Tested on nvidia,
r300g, r600g.
---
dlls/wined3d/glsl_shader.c | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ad9be6a..6af26e2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4505,8 +4505,7 @@ static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer,
return;
case WINED3D_FFP_PS_FOG_LINEAR:
- /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
- shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
+ shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
break;
case WINED3D_FFP_PS_FOG_EXP:
--
1.8.1.5
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