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authorBrian <[email protected]>2007-10-15 15:05:08 -0600
committerBrian <[email protected]>2007-10-15 15:05:08 -0600
commit0585b4e746f35efbc8577311eab6679951217ac3 (patch)
tree0e79d30190edc6e2f3ae45bf40c31e3954bda7bd /src/mesa/tnl/t_vp_build.c
parent65b1f6947f0d4d83a942478383d27ba84a02b20f (diff)
Undo prev changes.
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r--src/mesa/tnl/t_vp_build.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c
index b28102b1b91..a588b0d16b0 100644
--- a/src/mesa/tnl/t_vp_build.c
+++ b/src/mesa/tnl/t_vp_build.c
@@ -134,6 +134,13 @@ static struct state_key *make_state_key( GLcontext *ctx )
assert(fp);
key->fragprog_inputs_read = fp->Base.InputsRead;
+ if (ctx->RenderMode == GL_FEEDBACK) {
+ /* This is a bit of a hack, but you can imagine feedback mode as using
+ * a special no-op fragment shader that just requires particular
+ * inputs (inputs which satisfy feedback mode).
+ */
+ key->fragprog_inputs_read |= FRAG_BIT_COL0 | FRAG_BIT_TEX0;
+ }
key->separate_specular = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);