[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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