wined3d: Add a trailing '\n' to shader_addline() calls.

oldstable
Francois Gouget 2009-02-12 12:30:13 +01:00 committed by Alexandre Julliard
parent ede6196467
commit 83d18602d8
1 changed files with 2 additions and 2 deletions

View File

@ -3874,13 +3874,13 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU
case FOG_EXP:
/* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
break;
case FOG_EXP2:
/* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);");
shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
break;
}