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authorBrian Paul <brianp@vmware.com>2010-09-22 11:01:23 -0600
committerBrian Paul <brianp@vmware.com>2010-09-22 11:01:26 -0600
commit390b0392f25dc85080a9a5c2a69926c290873e38 (patch)
treec8ae3efde802bf7ef427b205b6d77919f22792d4
parentaa1e912f8334942eef32f169859166088e5f5a6b (diff)
glsl1: fix the texcoord varying test
Redeclare the gl_TexCoord[] array with a specific size, per the GLSL spec. Note that the GLSL Orange book says that gl_TexCoord[] is declared with gl_MaxTextureCoords size while the GLSL 1.x specs declare it unsized.
-rw-r--r--src/glean/tglsl1.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/glean/tglsl1.cpp b/src/glean/tglsl1.cpp
index 79844a8..5d46353 100644
--- a/src/glean/tglsl1.cpp
+++ b/src/glean/tglsl1.cpp
@@ -4047,12 +4047,14 @@ static const ShaderProgram Programs[] = {
// Does the linker correctly recognize that texcoord[1] is
// written by the vertex shader and read by the fragment shader?
// vert shader:
+ "varying vec4 gl_TexCoord[4]; \n"
"void main() { \n"
" int i = 1; \n"
" gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n"
" gl_Position = ftransform(); \n"
"} \n",
// frag shader:
+ "varying vec4 gl_TexCoord[4]; \n"
"void main() { \n"
" gl_FragColor = gl_TexCoord[1]; \n"
"} \n",