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Don't let FragmentProgram._Active influence choice of vertex vs pixel
fog.
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@ -1280,7 +1280,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
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ASSERT(span->arrayMask & SPAN_RGBA);
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if (!ctx->FragmentProgram._Active) {
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if (!ctx->FragmentProgram._Enabled) {
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/* Add base and specular colors */
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if (ctx->Fog.ColorSumEnabled ||
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(ctx->Light.Enabled &&
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