wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.

Also kill the obsolete comment.
This commit is contained in:
Henri Verbeet 2010-01-24 21:16:12 +01:00 committed by Alexandre Julliard
parent 5f4ff65fb4
commit c78cce8845
1 changed files with 1 additions and 4 deletions

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@ -1576,10 +1576,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, gls
if(lod) {
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
} else if(grad) {
/* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
* There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
*/
sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
} else {
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
}