- GLfloat color[4];
- GLfloat tc[4];
- GLuint index;
-
- win[0] = v->win[0];
- win[1] = v->win[1];
- win[2] = v->win[2] / ctx->DepthMaxF;
- win[3] = 1.0F / v->win[3];
-
- color[0] = CHAN_TO_FLOAT(pv->color[0]);
- color[1] = CHAN_TO_FLOAT(pv->color[1]);
- color[2] = CHAN_TO_FLOAT(pv->color[2]);
- color[3] = CHAN_TO_FLOAT(pv->color[3]);
-
- if (v->texcoord[texUnit][3] != 1.0 &&
- v->texcoord[texUnit][3] != 0.0) {
- GLfloat invq = 1.0F / v->texcoord[texUnit][3];
- tc[0] = v->texcoord[texUnit][0] * invq;
- tc[1] = v->texcoord[texUnit][1] * invq;
- tc[2] = v->texcoord[texUnit][2] * invq;
- tc[3] = v->texcoord[texUnit][3];
- }
- else {
- COPY_4V(tc, v->texcoord[texUnit]);
- }
+ const GLfloat *vtc = v->attrib[VARYING_SLOT_TEX0];
+ const GLfloat *color = v->attrib[VARYING_SLOT_COL0];