Fix alpha value of STATE_LIGHTMODEL_SCENECOLOR. From the spec:
The "w" component of the program parameter variable is filled with the alpha component of the front diffuse material color. Make sure matrix inverses are uptodate also.
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@@ -648,20 +648,22 @@ _mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
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if (state[1] == 0) {
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/* front */
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GLint i;
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for (i = 0; i < 4; i++) {
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Model.Ambient[i]
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* ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
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+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
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}
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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}
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else {
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/* back */
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GLint i;
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for (i = 0; i < 4; i++) {
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.Model.Ambient[i]
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* ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
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+ ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
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}
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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}
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return;
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case STATE_LIGHTPROD:
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@@ -806,7 +808,9 @@ _mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
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}
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if (modifier == STATE_MATRIX_INVERSE ||
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modifier == STATE_MATRIX_INVTRANS) {
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/* XXX be sure inverse is up to date */
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/* Be sure inverse is up to date:
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*/
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_math_matrix_analyse( matrix );
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m = matrix->inv;
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}
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else {
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