*/
src = nir_channel(b, src, 2);
}
+ if (c->prog->Target == GL_VERTEX_PROGRAM_ARB &&
+ var->data.location == VARYING_SLOT_FOGC) {
+ /* result.fogcoord is a single component value */
+ src = nir_channel(b, src, 0);
+ }
unsigned num_components = glsl_get_vector_elements(var->type);
nir_store_var(b, var, src, (1 << num_components) - 1);
}
reg->num_components = 4;
nir_variable *var = rzalloc(shader, nir_variable);
- if (c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH)
+ if ((c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH) ||
+ (c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_FOGC))
var->type = glsl_float_type();
else
var->type = glsl_vec4_type();