Module: wine
Branch: master
Commit: e4f50de336cf4b3d4be1f78d4d04d7376df7280e
URL:
http://source.winehq.org/git/wine.git/?a=commit;h=e4f50de336cf4b3d4be1f78d4…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Thu May 30 22:34:15 2013 +0200
wined3d: Get rid of the unused "half" GLSL variable in
shader_glsl_ffp_vertex_lighting().
---
dlls/wined3d/glsl_shader.c | 3 +--
1 files changed, 1 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index fb96463..57f22de 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4836,7 +4836,7 @@ static void shader_glsl_ffp_vertex_lighting(struct
wined3d_shader_buffer *buffer
shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
- shader_addline(buffer, "vec3 dir, dst, half;\n");
+ shader_addline(buffer, "vec3 dir, dst;\n");
shader_addline(buffer, "float att, t;\n");
ambient = shader_glsl_ffp_mcs(settings->ambient_source,
"gl_FrontMaterial.ambient");
@@ -4846,7 +4846,6 @@ static void shader_glsl_ffp_vertex_lighting(struct
wined3d_shader_buffer *buffer
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
-
light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i))
& WINED3D_FFP_LIGHT_TYPE_MASK;
switch (light_type)
{