case TGSI_INTERPOLATE_PERSPECTIVE:
shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
break;
+ case TGSI_INTERPOLATE_COLOR:
+ shader->inputs[i].interp = LP_INTERP_COLOR;
+ break;
default:
assert(0);
break;
}
switch (shader->info.base.input_semantic_name[i]) {
- case TGSI_SEMANTIC_COLOR:
- /* Colors may be either linearly or constant interpolated in
- * the fragment shader, but that information isn't available
- * here. Mark color inputs and fix them up later.
- */
- shader->inputs[i].interp = LP_INTERP_COLOR;
- break;
case TGSI_SEMANTIC_FACE:
shader->inputs[i].interp = LP_INTERP_FACING;
break;