-vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {
- vec4 texel;
- __asm vec4_shad1d texel, sampler, coord, bias;
- return texel;
+
+// For shadow textures, we use the regular tex instructions since they should
+// do the depth comparison step.
+
+vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_texb1d __retVal, sampler, coord4;