[Scummvm-git-logs] scummvm master -> e063b5fb966e37558e53cf89e72d0c57f3bb7605

aquadran noreply at scummvm.org
Mon Aug 3 04:43:46 UTC 2026


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .

Summary:
e063b5fb96 WINTERMUTE: Few corrections to shaders code


Commit: e063b5fb966e37558e53cf89e72d0c57f3bb7605
    https://github.com/scummvm/scummvm/commit/e063b5fb966e37558e53cf89e72d0c57f3bb7605
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2026-08-03T06:43:33+02:00

Commit Message:
WINTERMUTE: Few corrections to shaders code

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
    engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
    engines/wintermute/base/gfx/opengl/shaders/wme_postfilter.fragment


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index bafa4708b7e..9e347ef4d7c 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -354,7 +354,7 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
 	_xmodelShader->setUniform("alphaTest", true);
 	_xmodelShader->setUniform("effectId", 0);
 	_xmodelShader->setUniform("effectSecondPass", false);
-	_xmodelShader->setUniform("borderWidth", 0);
+	_xmodelShader->setUniform1f("borderWidth", 0.0);
 
 	_geometryShader->use();
 	_geometryShader->setUniform("viewMatrix", viewMatrix);
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
index 1d8e95aed93..96df1acdda2 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
@@ -87,8 +87,7 @@ void main() {
 		vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
 		vec4 pos = projMatrix * viewCoords;
 
-		if (UBOOL_TEST(effectSecondPass)) {
-		} else {
+		if (!UBOOL_TEST(effectSecondPass)) {
 			vec3 nrm = (viewMatrix * modelMatrix * vec4(normal, 0.0)).xyz;
 			pos.xy += nrm.xy * pos.w * borderWidth * 0.001;
 		}
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_postfilter.fragment b/engines/wintermute/base/gfx/opengl/shaders/wme_postfilter.fragment
index ffdd29ea0ab..b92e405029b 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_postfilter.fragment
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_postfilter.fragment
@@ -7,7 +7,7 @@ OUTPUT
 
 void main() {
 	vec4 color = texture2D(tex, texPos);
-	if (sepiaMode) {
+	if (UBOOL_TEST(sepiaMode)) {
 		float r = color.r;
 		float g = color.g;
 		float b = color.b;




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