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wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Also kill the obsolete comment.
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@ -1576,10 +1576,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, gls
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if(lod) {
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sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
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} else if(grad) {
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/* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
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* There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
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*/
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sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
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sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
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} else {
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sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
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}
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