From: Anuj Phogat <anuj@aphogat.(none)> This patch fixes the samplerCubeShadow support in GLSL shader compiler. shader compiler was picking the 'r' texture coordinate for shadow comparison when the expected behaviour is to use 'q' texture coordinate in case of cube shadow maps.
Signed-off-by: Anuj Phogat <anuj@aphogat.(none)> --- src/glsl/builtins/tools/texture_builtins.py | 2 +- 1 files changed, 1 insertions(+), 1 deletions(-) diff --git a/src/glsl/builtins/tools/texture_builtins.py b/src/glsl/builtins/tools/texture_builtins.py index 27cc027..959020b 100755 --- a/src/glsl/builtins/tools/texture_builtins.py +++ b/src/glsl/builtins/tools/texture_builtins.py @@ -105,7 +105,7 @@ def generate_sigs(g, tex_inst, sampler_type, variant = 0, unused_fields = 0): print "1", # Shadow comparitor - if sampler_type == "2DArrayShadow": # a special case: + if sampler_type == "2DArrayShadow" or sampler_type == "CubeShadow" : # a special case: print "(swiz w (var_ref P))", # ...array layer is z; shadow is w elif sampler_type.endswith("Shadow"): print "(swiz z (var_ref P))", -- 1.7.7 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev