wined3d: Fix minor typo from shader patch

Jason Green jave27 at gmail.com
Thu Jul 27 06:59:03 CDT 2006


We declare a PARAM named PROJECTION, but then we don't use it.  This fixes that.

I had meant to switch the final multiply function to use it
previously, but missed it.  It shouldn't have any different results
afaik, but makes the code more clear.
-------------- next part --------------
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 923f953..7e29e72 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -763,7 +763,7 @@ #endif
          * Account for any inverted textures (render to texture case) by reversing the y coordinate
          *  (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) */
         shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
-        shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, state.matrix.projection.row[1].y;\n");
+        shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, PROJECTION.y;\n");
         
         shader_addline(&buffer, "END\n\0"); 
 


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