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This is a simple shader for reproducing the case mentioned: FRAG DCL IN[0], GENERIC[0], PERSPECTIVE DCL OUT[0], COLOR DCL SAMP[0] DCL CONST[0] DCL TEMP[0..1], LOCAL IMM[0] FLT32 { 0.0000, -1.0000, 1.0000, 0.0000} 0: MOV TEMP[0].x, CONST[0].wwww 1: MOV TEMP[1].x, CONST[0].wwww 2: BGNLOOP 3: IF TEMP[0].xxxx 4: BRK 5: ENDIF 6: ADD TEMP[0].x, TEMP[0], IMM[0].zzzz 7: IF CONST[0].xxxx 8: TEX TEMP[1].x, CONST[0], SAMP[0], 2D 9: ENDIF 10: IF CONST[0].zzzz 11: MOV TEMP[1].x, CONST[0].zzzz 12: ENDIF 13: ENDLOOP 14: MOV OUT[0], TEMP[1].xxxx 15: END Cc: "10.2 10.3" <mesa-stable@lists.freedesktop.org> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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