* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
const SWvertex *v2 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
- GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
- GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
- GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat ex = v1->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
+ GLfloat ey = v1->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
+ GLfloat fx = v2->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
+ GLfloat fy = v2->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
GLfloat c = ex*fy-ey*fx;
if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
ctx->Texture._EnabledCoordUnits = 0;
- tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
- tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
- tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
- tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
- /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
- tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
- tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
+ tex_coord[0] = span->attrStart[VARYING_SLOT_TEX0][0] * (info->smask + 1);
+ tex_step[0] = span->attrStepX[VARYING_SLOT_TEX0][0] * (info->smask + 1);
+ tex_coord[1] = span->attrStart[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
+ tex_step[1] = span->attrStepX[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
+ /* span->attrStart[VARYING_SLOT_TEX0][2] only if 3D-texturing, here only 2D */
+ tex_coord[2] = span->attrStart[VARYING_SLOT_TEX0][3];
+ tex_step[2] = span->attrStepX[VARYING_SLOT_TEX0][3];
switch (info->filter) {
case GL_NEAREST:
COPY_CHAN4( cSave[1], ncv1->color );
COPY_CHAN4( cSave[2], ncv2->color );
/* sum v0 */
- rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
/* sum v1 */
- rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
/* sum v2 */
- rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);