load SLANG_FRAGMENT_FIXED_SECONDARYCOLOR
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@@ -61,12 +61,21 @@ _swrast_exec_arbshader(GLcontext *ctx, struct sw_span *span)
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vec[3] = span->w + span->dwdx * i;
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec,
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0, 4 * sizeof(GLfloat), GL_TRUE);
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vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
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vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
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vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
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vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0,
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4 * sizeof(GLfloat), GL_TRUE);
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vec[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
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vec[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
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vec[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
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vec[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_SECONDARYCOLOR,
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vec, 0, 4 * sizeof(GLfloat), GL_TRUE);
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for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
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vec[0] = span->array->texcoords[j][i][0];
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vec[1] = span->array->texcoords[j][i][1];
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@@ -75,6 +84,7 @@ _swrast_exec_arbshader(GLcontext *ctx, struct sw_span *span)
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
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vec, j, 4 * sizeof(GLfloat), GL_TRUE);
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}
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for (j = 0; j < MAX_VARYING_VECTORS; j++) {
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GLuint k;
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