Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
e4f50de3
Commit
e4f50de3
authored
May 30, 2013
by
Henri Verbeet
Committed by
Alexandre Julliard
May 31, 2013
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().
parent
d42ed759
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
1 addition
and
2 deletions
+1
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-2
No files found.
dlls/wined3d/glsl_shader.c
View file @
e4f50de3
...
...
@@ -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
)
{
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment