/* Make a simple vertex shader which outputs (0, 0, 0, 1),
* effectively rendering nothing. */
- ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
+ ureg = ureg_create(PIPE_SHADER_VERTEX);
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
imm = ureg_imm4f(ureg, 0, 0, 0, 1);