diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f67fdd5997b..23beb4620bc 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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; }