mesa: glsl: better implementation of ftransform()
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@@ -57,7 +57,10 @@ varying float gl_FogFragCoord;
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vec4 ftransform()
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{
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__retVal = gl_Vertex * gl_ModelViewProjectionMatrixTranspose;
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__retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx
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+ gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy
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+ gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz
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+ gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww;
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}
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