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-rw-r--r--src/mesa/tnl/t_vp_build.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c
index b28102b1b9..e7caa2fc1d 100644
--- a/src/mesa/tnl/t_vp_build.c
+++ b/src/mesa/tnl/t_vp_build.c
@@ -1110,8 +1110,6 @@ static void build_fog( struct tnl_program *p )
{
struct ureg fog = register_output(p, VERT_RESULT_FOGC);
struct ureg input;
- GLuint useabs = p->state->fog_source_is_depth && p->state->fog_mode &&
- (p->state->fog_mode != FOG_EXP2);
if (p->state->fog_source_is_depth) {
input = swizzle1(get_eye_position(p), Z);
@@ -1125,6 +1123,8 @@ static void build_fog( struct tnl_program *p )
STATE_FOG_PARAMS_OPTIMIZED);
struct ureg tmp = get_temp(p);
+ GLboolean useabs = (p->state->fog_mode != FOG_EXP2);
+
if (useabs) {
emit_op1(p, OPCODE_ABS, tmp, 0, input);
}
@@ -1156,7 +1156,10 @@ static void build_fog( struct tnl_program *p )
/* results = incoming fog coords (compute fog per-fragment later)
*
* KW: Is it really necessary to do anything in this case?
+ * BP: Yes, we always need to compute the absolute value, unless
+ * we want to push that down into the fragment program...
*/
+ GLboolean useabs = GL_TRUE;
emit_op1(p, useabs ? OPCODE_ABS : OPCODE_MOV, fog, WRITEMASK_X, input);
}
}