Henri Verbeet : wined3d: Correct a comment.
julliard at winehq.org
Wed Sep 10 06:01:46 CDT 2008
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Sep 10 11:08:40 2008 +0200
wined3d: Correct a comment.
dlls/wined3d/glsl_shader.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e89dbf3..f8159fd 100644
@@ -3672,7 +3672,7 @@ static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUF
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
* before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
- * which is the same as z = z / 2 - w.
+ * which is the same as z = z * 2 - w.
shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
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