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wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
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@ -1793,7 +1793,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
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{
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enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
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const struct wined3d_gl_info *gl_info = ctx->gl_info;
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BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
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BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
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&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
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BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
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BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
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