[WINED3D 3/3] Fix fog in the case of vertex shaders

Ivan Gyurdiev ivg231 at gmail.com
Tue Jun 20 05:43:32 CDT 2006

On 6/19/06, Jason Green <jave27 at gmail.com> wrote:
> - Fixes both ARB and GLSL shaders that use fog.

Is it really necessary to keep track of whether the shader uses fog or not?
What happens if you disable this post-processing for a shader that doesn't
write to the fog register?
Also, how come the ARB version forces the fog value to be > 0, but the GLSL
one has both lower and upper limit (clamp to 0,1) ? Shouldn't you use
saturate (_SAT) to achieve the same effect?
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