[PATCH 1/5] wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().
Henri Verbeet
hverbeet at codeweavers.com
Thu May 30 15:34:15 CDT 2013
---
dlls/wined3d/glsl_shader.c | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index fb96463..57f22de 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4836,7 +4836,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer
shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
- shader_addline(buffer, "vec3 dir, dst, half;\n");
+ shader_addline(buffer, "vec3 dir, dst;\n");
shader_addline(buffer, "float att, t;\n");
ambient = shader_glsl_ffp_mcs(settings->ambient_source, "gl_FrontMaterial.ambient");
@@ -4846,7 +4846,6 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
-
light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
switch (light_type)
{
--
1.8.1.5
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