Another small bit of cleanup as I'm reading it

This commit is contained in:
Ryan Houdek 2012-12-28 12:05:43 -06:00
parent a25a00640e
commit 3eeebcae45
1 changed files with 6 additions and 24 deletions

View File

@ -911,24 +911,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if(Pretest == -1) if(Pretest == -1)
{ {
WriteAlphaTest(p, ApiType, dstAlphaMode); WriteAlphaTest(p, ApiType, dstAlphaMode);
// alpha test will always fail, so restart the shader and just make it an empty function
/* p = pmainstart;
WRITE(p, "ocol0 = float4(0.0f);\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = float4(0.0f,0.0f,0.0f,0.0f);\n");
if (ApiType == API_OPENGL)
{
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
if (DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
}
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");*/
} }
if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable) if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)