#include "main/enums.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
+#include "shader/prog_statevars.h"
#include "brw_vs.h"
#include "brw_state.h"
*/
if (!p->state->unit[i].light_spotcutoff_is_180) {
struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
- STATE_SPOT_DIR_NORMALIZED, i);
+ STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
struct ureg spot = get_temp(p);
struct ureg slt = get_temp(p);
* Attenuation never applies to infinite lights.
*/
VPpli = register_param3(p, STATE_LIGHT, i,
- STATE_POSITION_NORMALIZED);
+ STATE_LIGHT_POSITION_NORMALIZED);
if (p->state->light_local_viewer) {
struct ureg eye_hat = get_eye_position_normalized(p);
half = get_temp(p);