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authorBrian Paul <brianp@vmware.com>2009-08-12 20:32:41 -0600
committerBrian Paul <brianp@vmware.com>2009-08-12 20:32:41 -0600
commitf3b215cba2bca92d6582cc0c34702b73289f909c (patch)
treeb7a534f0adae00b68641b005c0db81227cf5aa8e /src/mesa/shader/arbprogparse.c
parentfdfb0d4b0e04bff2f3dbae2d1f8e3765fb4b0dce (diff)
parentf7618f4f37d42461b1a6feaa392935d1ae703873 (diff)
Merge branch 'new-frag-attribs'
This branch introduces new FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC fragment program inputs for GLSL gl_FrontFacing and gl_PointCoord. Before, these attributes were packed with the FOG attribute. That made things complicated elsewhere.
Diffstat (limited to 'src/mesa/shader/arbprogparse.c')
-rw-r--r--src/mesa/shader/arbprogparse.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/src/mesa/shader/arbprogparse.c b/src/mesa/shader/arbprogparse.c
index 0f530ebb8a..381445c0e8 100644
--- a/src/mesa/shader/arbprogparse.c
+++ b/src/mesa/shader/arbprogparse.c
@@ -3975,13 +3975,6 @@ _mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
if (program->FogOption)
program->Base.InputsRead |= FRAG_BIT_FOGC;
- /* XXX: assume that ARB fragment programs don't have access to the
- * FrontFacing and PointCoord values stuffed into the fog
- * coordinate in GLSL shaders.
- */
- if (program->Base.InputsRead & FRAG_BIT_FOGC)
- program->UsesFogFragCoord = GL_TRUE;
-
if (program->Base.Instructions)
_mesa_free(program->Base.Instructions);
program->Base.Instructions = ap.Base.Instructions;