unsigned fog_distance_mode:2;
unsigned separate_specular:1;
unsigned point_attenuated:1;
- unsigned point_array:1;
unsigned texture_enabled_global:1;
unsigned fragprog_inputs_read:12;
if (ctx->Point._Attenuated)
key->point_attenuated = 1;
- if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
- key->point_array = 1;
-
if (ctx->Texture._TexGenEnabled ||
ctx->Texture._TexMatEnabled ||
ctx->Texture._MaxEnabledTexImageUnit != -1)
if (p->state->point_attenuated)
build_atten_pointsize(p);
- else if (p->state->point_array)
+ else if (p->state->varying_vp_inputs & VERT_BIT_POINT_SIZE)
build_array_pointsize(p);
/* Finish up: