Use linked fragment shader inputs (if present) to determine which outputs are needed.
[mesa.git] / src / mesa / tnl / tnl.h
index 047b764dcba88602047b63a69abfb2874b57e2df..4bdbed92df805920e33ed7a8a175cc729bb48f89 100644 (file)
@@ -85,4 +85,7 @@ _tnl_draw_prims( GLcontext *ctx,
 extern void
 _mesa_load_tracked_matrices(GLcontext *ctx);
 
+extern void
+_tnl_RasterPos(GLcontext *ctx, const GLfloat vObj[4]);
+
 #endif