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authorBrian <[email protected]>2007-03-10 11:30:19 -0700
committerBrian <[email protected]>2007-03-10 11:30:19 -0700
commit10b5895597d5e069183cb647d17eb412effceb4f (patch)
tree326f17498a851a18ecbd0e517ad2d64da4cbb8b0 /src/mesa/swrast/s_fragprog.c
parent1fcb4ecc07685872c9c42569ba13faa1cad54d3c (diff)
Implement gl_FrontFacing for fragment shaders.
For the time being, we put the gl_FrontFacing value in the FOGC.Y input register. Combining FOGC and FrontFacing in one register is a bit of a hack and may need to be changed someday.
Diffstat (limited to 'src/mesa/swrast/s_fragprog.c')
-rw-r--r--src/mesa/swrast/s_fragprog.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c
index 698925cdba3..dbfc1b8c0cc 100644
--- a/src/mesa/swrast/s_fragprog.c
+++ b/src/mesa/swrast/s_fragprog.c
@@ -113,6 +113,10 @@ init_machine(GLcontext *ctx, struct gl_program_machine *machine,
/* Setup pointer to input attributes */
machine->Attribs = span->array->attribs;
+
+ /* Store front/back facing value in register FOGC.Y */
+ machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = (GLfloat) ctx->_Facing;
+
machine->CurElement = col;
/* init condition codes */