check if active fragment shader for deferred texturing/shading
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@@ -1084,7 +1084,8 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
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const GLbitfield origArrayMask = span->arrayMask;
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const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
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ctx->FragmentProgram._Active ||
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ctx->ATIFragmentShader._Enabled);
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ctx->ATIFragmentShader._Enabled ||
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ctx->ShaderObjects.CurrentProgram);
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ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
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span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
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