ctx->Polygon.OffsetFill)
ind |= SS_OFFSET_BIT;
- /* Note: gl_FrontFacing lives in fragment input FOGC.Y at this time */
if ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
- (ctx->VertexProgram._Enabled && ctx->VertexProgram.TwoSideEnabled) ||
- (ctx->FragmentProgram._Current && ctx->FragmentProgram._Current->Base.InputsRead & (1 << FRAG_ATTRIB_FOGC)))
+ (ctx->VertexProgram._Current && ctx->VertexProgram.TwoSideEnabled))
ind |= SS_TWOSIDE_BIT;
/* We piggyback the two-sided stencil front/back determination on the