=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Fix FFP lighting.

Alexandre Julliard julliard at winehq.org
Tue May 30 16:05:12 CDT 2017


Module: wine
Branch: master
Commit: 7955ce42fc03bfc94104fbc66110ae9eacdd43f8
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=7955ce42fc03bfc94104fbc66110ae9eacdd43f8

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Mon May 29 10:53:31 2017 +0200

wined3d: Fix FFP lighting.

Fixes a regression introduced by commit
c329ee5673c5c9864611d9276e892abdf1d1a852.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/glsl_shader.c | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5f3af03..27116d0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8265,7 +8265,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         }
         shader_addline(buffer, "dir = normalize(dir);\n");
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
         shader_addline(buffer, "}\n");
     }
 
@@ -8306,7 +8306,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             shader_addline(buffer, "}\n");
             continue;
         }
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
         shader_addline(buffer, "}\n");
     }
 
@@ -8317,7 +8317,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         shader_addline(buffer, "att = 1.0;\n");
         shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
     }
 
     for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
@@ -8327,7 +8327,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
             continue;
         shader_addline(buffer, "att = 1.0;\n");
         shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
-        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, i);
+        shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
     }
 
     shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",




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