-#include "glheader.h"
-#include "colormac.h"
-#include "light.h"
-#include "macros.h"
-#include "imports.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/light.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/simple_list.h"
+#include "main/mtypes.h"
#include "math/m_translate.h"
GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
GLuint idx;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return GL_TRUE;
-
- if (!ctx->Light.Enabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return GL_TRUE;
/* Make sure we can talk about position x,y and z:
{
light_func *tab;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return;
-
- if (!ctx->Light.Enabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
return;
if (ctx->Visual.rgbMode) {