diff --git a/hw/xbox/nv2a_shaders.c b/hw/xbox/nv2a_shaders.c index 63cdd2e3a5..4658207122 100644 --- a/hw/xbox/nv2a_shaders.c +++ b/hw/xbox/nv2a_shaders.c @@ -527,15 +527,8 @@ static void generate_fixed_function(const ShaderState state, /* From: https://www.opengl.org/registry/specs/NV/fog_distance.txt */ switch(state.foggen) { case FOGGEN_SPEC_ALPHA: - assert(false); /* FIXME: Do this before or after calculations in VSH? */ - if (state.fixed_function) { - /* FIXME: Do we have to clamp here? */ - qstring_append(body, " float fogDistance = clamp(specular.a, 0.0, 1.0);\n"); - } else if (state.vertex_program) { - qstring_append(body, " float fogDistance = oD1.a;\n"); - } else { - assert(false); - } + /* FIXME: Do we have to clamp here? */ + qstring_append(body, " float fogDistance = clamp(specular.a, 0.0, 1.0);\n"); break; case FOGGEN_RADIAL: qstring_append(body, " float fogDistance = length(tPosition.xyz)"); @@ -548,13 +541,7 @@ static void generate_fixed_function(const ShaderState state, } break; case FOGGEN_FOG_X: - if (state.fixed_function) { - qstring_append(body, " float fogDistance = fogCoord;\n"); - } else if (state.vertex_program) { - qstring_append(body, " float fogDistance = oFog.x;\n"); - } else { - assert(false); - } + qstring_append(body, " float fogDistance = fogCoord;\n"); break; default: assert(false);