const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
- p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes);
+ p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE);
}
/* fragment shader */