(key->light_color_material_mask & (1 << attr)))
return GL_TRUE;
- if (key->varying_vp_inputs & VERT_BIT_GENERIC(attr))
+ if (key->varying_vp_inputs & VERT_BIT_MAT(attr))
return GL_TRUE;
if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
p->color_materials = p->state->light_color_material_mask;
}
- p->materials |= (p->state->varying_vp_inputs >> VERT_ATTRIB_GENERIC0);
+ p->materials |= ((p->state->varying_vp_inputs & VERT_BIT_MAT_ALL)
+ >> VERT_ATTRIB_MAT(0));
}
/* Put material values in the GENERIC slots -- they are not used
* for anything in fixed function mode.
*/
- return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
+ return register_input( p, VERT_ATTRIB_MAT(attrib) );
}
else
return register_param3( p, STATE_MATERIAL, side, property );