Only when fog's enabled, of course.
In the usual case, this is just a pass-through operation.
&_tnl_vertex_transform_stage,
&_tnl_normal_transform_stage,
&_tnl_lighting_stage,
- &_tnl_fog_coordinate_stage,
&_tnl_texgen_stage,
&_tnl_texture_transform_stage,
&_tnl_point_attenuation_stage,
&_tnl_vertex_program_stage,
+ &_tnl_fog_coordinate_stage,
&_tnl_render_stage,
NULL
};
struct fog_stage_data *store = FOG_STAGE_DATA(stage);
GLvector4f *input;
- if (!ctx->Fog.Enabled || ctx->VertexProgram._Current)
- return GL_TRUE;
+ if (!ctx->Fog.Enabled)
+ return GL_TRUE;
- if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
+ if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT && !ctx->VertexProgram._Current) {
GLuint i;
GLfloat *coord;
/* Fog is computed from vertex or fragment Z values */