=?UTF-8?Q?Stefan=20D=C3=B6singer=20?=: wined3d: Avoid calculating 1 / ( fog_end - fog_start) in the shader.

Alexandre Julliard julliard at winehq.org
Thu Aug 1 14:25:46 CDT 2013


Module: wine
Branch: master
Commit: ba61730daa6a614ef07128a69a0bbca819e716b4
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=ba61730daa6a614ef07128a69a0bbca819e716b4

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Thu Aug  1 12:25:55 2013 +0200

wined3d: Avoid calculating 1 / (fog_end - fog_start) in the shader.

---

 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 e1fe0ee..cbf2c60 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4502,8 +4502,7 @@ 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:




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