diff --git a/patches/wined3d-Indexed_Vertex_Blending/0004-wined3d-Fix-calculation-of-normal-when-vertex-blendi.patch b/patches/wined3d-Indexed_Vertex_Blending/0004-wined3d-Fix-calculation-of-normal-when-vertex-blendi.patch index fe6ec80b..fc788f01 100644 --- a/patches/wined3d-Indexed_Vertex_Blending/0004-wined3d-Fix-calculation-of-normal-when-vertex-blendi.patch +++ b/patches/wined3d-Indexed_Vertex_Blending/0004-wined3d-Fix-calculation-of-normal-when-vertex-blendi.patch @@ -35,8 +35,8 @@ index 3e84ad0d717..2aa0d0db0a4 100644 GLint texture_matrix_location[MAX_TEXTURES]; GLint material_ambient_location; GLint material_diffuse_location; -@@ -1496,33 +1496,6 @@ static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m) - return TRUE; +@@ -1523,33 +1523,6 @@ static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_ma + *out = temp; } -static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,