[PATCH 1/5] wined3d: Clamp fog coordinate in the vertex shader.

Matteo Bruni mbruni at codeweavers.com
Thu Mar 8 11:22:15 CST 2012


This series contains the fix + tests I mentioned in bug 10477.
---
 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 682e740..d66522f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3938,11 +3938,10 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
             {
-                shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
+                shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
             }
         }
         shader_addline(buffer, "}\n");
-
     }
     else
     {
-- 
1.7.3.4




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