Henri Verbeet : wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().

Alexandre Julliard julliard at winehq.org
Fri May 31 14:34:12 CDT 2013


Module: wine
Branch: master
Commit: e4f50de336cf4b3d4be1f78d4d04d7376df7280e
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=e4f50de336cf4b3d4be1f78d4d04d7376df7280e

Author: Henri Verbeet <hverbeet at 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)
         {




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