diff --git a/hw/xbox/nv2a/shaders.c b/hw/xbox/nv2a/shaders.c index a2a113f13a..b7c44997e3 100644 --- a/hw/xbox/nv2a/shaders.c +++ b/hw/xbox/nv2a/shaders.c @@ -575,7 +575,7 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz * In the example: 1-(-1.5) = 2.5, 2.6/2.5 = 1.04. This also scales the subsequent * dot product by the same amount, effectively increasing the spotlight radius. */ - qstring_append_fmt(body, + mstring_append_fmt(body, " vec3 dir = lightSpotDirection(%d).xyz / (1.0 - lightSpotDirection(%d).w);\n" " float rho = dot(dir, VP);\n" " float theta = lightSpotFalloff(%d).x;\n"