mesa: fix accidental regression in GLSL built-in texture matrix lookup

Was broken by commit 9aca9a4b72b2a7b378e50bd88f9c3324d07375ec.

(cherry picked from commit fe984aed5a)

Conflicts:

	src/mesa/shader/slang/slang_builtin.c
This commit is contained in:
Brian Paul 2009-01-06 08:45:53 -07:00
parent 5b66bc1a83
commit ed8f857792

View file

@ -107,10 +107,14 @@ lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
if (isMatrix) {
if (tokens[0] == STATE_TEXTURE_MATRIX) {
if (index1 >= 0) {
tokens[1] = index1;
tokens[1] = index1; /* which texture matrix */
index1 = 0; /* prevent extra addition at end of function */
}
}
if (index1 < 0) {
/* index1 is unused: prevent extra addition at end of function */
index1 = 0;
}
}
else if (strcmp(var, "gl_DepthRange") == 0) {
tokens[0] = STATE_DEPTH_RANGE;