wined3d: Use non-deprecated texture sample builtins also in the fragment pipeline replacement shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6477,6 +6477,9 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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proj = TRUE;
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}
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if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
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proj = FALSE;
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switch (settings->op[stage].tex_type)
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{
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case WINED3D_GL_RES_TYPE_TEX_1D:
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@ -6537,6 +6540,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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coord_mask = "xyzw";
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break;
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}
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if (!needs_legacy_glsl_syntax(gl_info))
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texture_function = proj ? "textureProj" : "texture";
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if (stage > 0
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&& (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
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