wined3d: Add a trailing '\n' to a generated shader line.

Francois Gouget fgouget at free.fr
Sat May 2 16:50:59 CDT 2015


---

This can work without and maybe the goal was for this statement to 
appear on the same line ast the next shader_addline() (though I don't 
think it's necessarily more readable). But all the other statements are 
on their own line so it would make sense to have one there too.

 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 b9d95e6..fe1cef1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5457,7 +5457,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
                 shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
                         " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
                 if (!legacy_lighting)
-                    shader_addline(buffer, "att = 1.0 / att;");
+                    shader_addline(buffer, "att = 1.0 / att;\n");
                 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
                 if (!settings->normal)
                 {
-- 
2.1.4



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