mesa: Don't reference a W component in setting up a vec3 uniform component.
The 965 driver would try to set up storage for the W component, and the offsets would get mixed up.
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@@ -122,7 +122,11 @@ static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
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{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
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{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
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MAKE_SWIZZLE4(SWIZZLE_X,
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SWIZZLE_Y,
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SWIZZLE_Z,
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SWIZZLE_Z)},
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{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
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{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
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{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
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