Implemented incorrect-but-better-than-nothing TEXLDL in GLSL profile.
--- a/mojoshader.c Mon May 12 02:25:40 2008 -0400
+++ b/mojoshader.c Mon May 12 02:58:22 2008 -0400
@@ -3257,7 +3257,11 @@
static void emit_GLSL_TEXLDL(Context *ctx)
{
- fail(ctx, "TEXLDL unimplemented."); // !!! FIXME
+ // !!! FIXME: The spec says we can't use GLSL's texture*Lod() built-ins
+ // !!! FIXME: from fragment shaders for some inexplicable reason.
+ // !!! FIXME: For now, you'll just have to suffer with the potentially
+ // !!! FIXME: wrong mipmap until I can figure something out.
+ emit_GLSL_TEXLD(ctx);
} // emit_GLSL_TEXLDL
static void emit_GLSL_BREAKP(Context *ctx)