Module: Mesa
Branch: master
Commit: f70ce12529cf76b8eefae9599b35323d87d3dbaa
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=f70ce12529cf76b8eefae9599b35323d87d3dbaa

Author: Kenneth Graunke <kenn...@whitecape.org>
Date:   Tue Aug 17 23:47:11 2010 -0700

glsl2: Fix cut and paste error in EXT_texture_array builtins.

Fixes fd.o bug #29629.

---

 src/glsl/builtins/profiles/EXT_texture_array.frag |    4 ++--
 src/glsl/builtins/profiles/EXT_texture_array.vert |    4 ++--
 2 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/src/glsl/builtins/profiles/EXT_texture_array.frag 
b/src/glsl/builtins/profiles/EXT_texture_array.frag
index d133132..d0ce981 100644
--- a/src/glsl/builtins/profiles/EXT_texture_array.frag
+++ b/src/glsl/builtins/profiles/EXT_texture_array.frag
@@ -2,8 +2,8 @@
 vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias);
 
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord);
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord, float bias);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias);
 
 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias);
diff --git a/src/glsl/builtins/profiles/EXT_texture_array.vert 
b/src/glsl/builtins/profiles/EXT_texture_array.vert
index 4f7b2b5..6b1b7f2 100644
--- a/src/glsl/builtins/profiles/EXT_texture_array.vert
+++ b/src/glsl/builtins/profiles/EXT_texture_array.vert
@@ -2,8 +2,8 @@
 vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod);
 
-vec4 texture2DArray(sampler1DArray sampler, vec2 coord);
-vec4 texture2DArrayLod(sampler1DArray sampler, vec2 coord, float lod);
+vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
+vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod);
 
 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod);

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