mesa: Apply MSVC portability fixes from Alan Hourihane.
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c
index 44fbfdc..8f48155 100644
--- a/src/mesa/shader/prog_statevars.c
+++ b/src/mesa/shader/prog_statevars.c
@@ -250,7 +250,7 @@
       value[1] = ctx->Fog.Start;
       value[2] = ctx->Fog.End;
       value[3] = (ctx->Fog.End == ctx->Fog.Start)
-         ? 1.0 : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+         ? 1.0 : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
       return;
    case STATE_CLIPPLANE:
       {
@@ -411,7 +411,7 @@
             if (texObj) {
                struct gl_texture_image *texImage = texObj->Image[0][0];
                ASSIGN_4V(value, 1.0 / texImage->Width,
-                         1.0 / texImage->Height,
+                         (GLfloat)(1.0 / texImage->Height),
                          0.0, 1.0);
             }
          }
@@ -426,10 +426,10 @@
           * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
           */
          value[0] = (ctx->Fog.End == ctx->Fog.Start)
-            ? 1.0 : -1.0F / (ctx->Fog.End - ctx->Fog.Start);
+            ? 1.0 : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
          value[1] = ctx->Fog.End * -value[0];
-         value[2] = ctx->Fog.Density * ONE_DIV_LN2;
-         value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
+         value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2);
+         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
          return;
 
       case STATE_LIGHT_SPOT_DIR_NORMALIZED: {