From 17d64ac1e0229a0957427e67e5571c92f58aa226 Mon Sep 17 00:00:00 2001 From: Petrichor Park Date: Thu, 20 Jul 2023 09:48:49 -0500 Subject: [PATCH] wined3d: Use ffp_normalize in shader_glsl_ffp_vertex_lighting_footer. --- dlls/wined3d/glsl_shader.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c137875821f..8b3a25e276b 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8854,9 +8854,9 @@ static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz * att;\n", idx); if (settings->localviewer) - shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); + shader_addline(buffer, "t = dot(normal, ffp_normalize(dir - ffp_normalize(ec_pos.xyz)));\n"); else - shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); + shader_addline(buffer, "t = dot(normal, ffp_normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +=" " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", legacy_lighting ? " && ffp_material.shininess > 0.0" : "", idx);