[PATCH 3/5] wined3d: Only consider POSITION0 PS inputs as vpos.
Matteo Bruni
mbruni at codeweavers.com
Fri Feb 6 08:25:33 CST 2015
---
dlls/wined3d/glsl_shader.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index adb9f13..b02cbff 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4151,7 +4151,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
if (vertexprocessing == vertexshader)
{
- if (!strcmp(semantic_name, "SV_POSITION"))
+ if (!strcmp(semantic_name, "SV_POSITION") && !semantic_idx)
shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
else
--
2.0.5
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