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authorKenneth Graunke <[email protected]>2010-08-17 23:47:11 -0700
committerKenneth Graunke <[email protected]>2010-08-17 23:50:15 -0700
commitf70ce12529cf76b8eefae9599b35323d87d3dbaa (patch)
tree7ee56c8f6548b9d19131e741b62f90ea456f2bb0 /src
parent9751b4ec60291a5fc48fe9ef27324350d148f36e (diff)
glsl2: Fix cut and paste error in EXT_texture_array builtins.
Fixes fd.o bug #29629.
Diffstat (limited to 'src')
-rw-r--r--src/glsl/builtins/profiles/EXT_texture_array.frag4
-rw-r--r--src/glsl/builtins/profiles/EXT_texture_array.vert4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/builtins/profiles/EXT_texture_array.frag b/src/glsl/builtins/profiles/EXT_texture_array.frag
index d133132191b..d0ce981dd93 100644
--- a/src/glsl/builtins/profiles/EXT_texture_array.frag
+++ b/src/glsl/builtins/profiles/EXT_texture_array.frag
@@ -2,8 +2,8 @@
vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias);
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord);
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord, float bias);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias);
vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias);
diff --git a/src/glsl/builtins/profiles/EXT_texture_array.vert b/src/glsl/builtins/profiles/EXT_texture_array.vert
index 4f7b2b5f8b1..6b1b7f2f169 100644
--- a/src/glsl/builtins/profiles/EXT_texture_array.vert
+++ b/src/glsl/builtins/profiles/EXT_texture_array.vert
@@ -2,8 +2,8 @@
vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod);
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord);
-vec4 texture2DArrayLod(sampler1DArray sampler, vec2 coord, float lod);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
+vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod);
vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod);