const struct gl_texture_object *t = unit->_Current;
if (unit->_ReallyEnabled) {
-
- if (t->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
- t->Image[0][t->BaseLevel]->_BaseFormat == GL_DEPTH_COMPONENT) {
- key->shadowtex_mask |= 1<<i;
- }
-
if (t->Image[0][t->BaseLevel]->InternalFormat == GL_YCBCR_MESA) {
key->yuvtex_mask |= 1<<i;
if (t->Image[0][t->BaseLevel]->TexFormat->MesaFormat ==
}
}
+ /* Shadow */
+ key->shadowtex_mask = fp->program.Base.ShadowSamplers;
+
/* _NEW_BUFFERS */
/*
* Include the draw buffer origin and height so that we can calculate
{ "GL_ARB_fragment_program", NULL },
{ "GL_ARB_shadow", NULL },
{ "GL_EXT_shadow_funcs", NULL },
+ { "GL_ARB_fragment_program_shadow", NULL },
/* ARB extn won't work if not enabled */
{ "GL_SGIX_depth_texture", NULL },
{ "GL_EXT_texture_sRGB", NULL},