wined3d: Don't use TXP for rectangle P8 textures.

This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
oldstable
Stefan Dösinger 2015-02-04 13:45:31 +01:00 committed by Alexandre Julliard
parent 3d49060fdf
commit e178b7ec9a
1 changed files with 1 additions and 1 deletions

View File

@ -7255,7 +7255,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
/* The alpha-component contains the palette index */
if(textype == GL_TEXTURE_RECTANGLE_ARB)
shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], RECT;\n");
else
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");