We need to swizzle after the shadow comparison so that the GL_DEPTH_MODE
functionality is handled properly.
This fixes all the piglit glsl-fs-shadow2d*.shader_test cases, except
for glsl-fs-shadow2dproj-bias.shader_test which fails because of a
bug in the GLSL compiler (fd.o 32395).
texel_out[2] = unswizzled[2];
texel_out[3] = unswizzled[3];
}
-
- apply_sampler_swizzle(bld, texel_out);
}
border_chan_vec, texel_out[chan]);
}
}
-
- apply_sampler_swizzle(bld, texel_out);
}
}
lp_build_sample_compare(&bld, r, texel_out);
+
+ apply_sampler_swizzle(&bld, texel_out);
}