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authorVinson Lee <vlee@vmware.com>2010-03-14 16:14:08 -0700
committerVinson Lee <vlee@vmware.com>2010-03-14 16:14:08 -0700
commit31dcd338579669443078455c995b06d09f0c9b65 (patch)
treeb07d6ee18551f53f14e3c5b0d0e7c4e9988f6d10
parentd4f7f2c05cfb966a14f50661fcf148a2b1b72b73 (diff)
glsl-fs-bug25902: Fix GLSL compilation errors on Mac OS X.
-rw-r--r--tests/shaders/glsl-fs-bug25902.frag2
-rw-r--r--tests/shaders/glsl-tex-mvp.vert2
2 files changed, 2 insertions, 2 deletions
diff --git a/tests/shaders/glsl-fs-bug25902.frag b/tests/shaders/glsl-fs-bug25902.frag
index 10dd390b..35413032 100644
--- a/tests/shaders/glsl-fs-bug25902.frag
+++ b/tests/shaders/glsl-fs-bug25902.frag
@@ -37,7 +37,7 @@ void main()
* Making colour vec4 and doing vec4 multiplication also causes the
* shader to work.
*/
- if (args.a != 0) {
+ if (args.a != 0.0) {
colour *= secondary.rgb;
}
diff --git a/tests/shaders/glsl-tex-mvp.vert b/tests/shaders/glsl-tex-mvp.vert
index a1997476..6235edcc 100644
--- a/tests/shaders/glsl-tex-mvp.vert
+++ b/tests/shaders/glsl-tex-mvp.vert
@@ -1,6 +1,6 @@
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;"
+ gl_TexCoord[0] = gl_MultiTexCoord0;
}