From 30d542c3dd155fc2fd4f31d16a2df594d96f1984 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Stefan=20D=C3=B6singer?= Date: Sun, 14 Dec 2008 15:42:04 +0100 Subject: [PATCH] wined3d: Make use of the ps_compile_args structure in glsl_shader. Only a first step, many more occasions need fixing. This is an easy one though. --- dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c16e56aa4be..968acbb45cf 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3663,7 +3663,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BU } else { fragcolor = "gl_FragColor"; } - if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { + if(args->srgb_correction) { shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, srgb_sub_high, srgb_sub_high, srgb_sub_high); -- 2.11.4.GIT