Compute/setup fog coordinates even if vertex program is enabled.
Only when fog's enabled, of course. In the usual case, this is just a pass-through operation.
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@ -199,11 +199,11 @@ const struct tnl_pipeline_stage *_tnl_default_pipeline[] = {
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&_tnl_vertex_transform_stage,
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&_tnl_normal_transform_stage,
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&_tnl_lighting_stage,
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&_tnl_fog_coordinate_stage,
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&_tnl_texgen_stage,
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&_tnl_texture_transform_stage,
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&_tnl_point_attenuation_stage,
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&_tnl_vertex_program_stage,
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&_tnl_fog_coordinate_stage,
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&_tnl_render_stage,
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NULL
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};
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@ -148,11 +148,11 @@ run_fog_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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struct fog_stage_data *store = FOG_STAGE_DATA(stage);
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GLvector4f *input;
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if (!ctx->Fog.Enabled || ctx->VertexProgram._Current)
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if (!ctx->Fog.Enabled)
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return GL_TRUE;
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if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
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if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT && !ctx->VertexProgram._Current) {
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GLuint i;
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GLfloat *coord;
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/* Fog is computed from vertex or fragment Z values */
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