}
bool
-lower_vertex_id(gl_shader *shader)
+lower_vertex_id(gl_linked_shader *shader)
{
/* gl_VertexID only exists in the vertex shader.
*/
return false;
ir_function_signature *const main_sig =
- _mesa_get_main_function_signature(shader);
+ _mesa_get_main_function_signature(shader->symbols);
if (main_sig == NULL) {
assert(main_sig != NULL);
return false;