fix deferredTexture bug
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@@ -1351,7 +1351,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
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}
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else if (shaderOrTexture) {
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if (ctx->FragmentProgram._Current) {
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if (ctx->FragmentProgram.Current->Base.OutputsWritten
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if (ctx->FragmentProgram._Current->Base.OutputsWritten
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& (1 << FRAG_RESULT_DEPR)) {
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/* Z comes from fragment program/shader */
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deferredTexture = GL_FALSE;
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