Had a few vec4 and float4(0) calls floating around.
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@ -745,7 +745,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (!Pretest)
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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WRITE(p, "ocol0 = float4(0);\n");
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WRITE(p, "ocol0 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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WRITE(p, "discard;\n");
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if(ApiType == API_GLSL && dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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@ -851,11 +851,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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p = pmainstart;
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WRITE(p, "ocol0 = vec4(0.0f);\n");
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WRITE(p, "ocol0 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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if (DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = vec4(0.0f);\n");
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WRITE(p, "ocol1 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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if (ApiType == API_GLSL)
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{
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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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@ -1320,8 +1320,8 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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compindex = bpmem.alphaFunc.comp1 % 8;
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WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
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WRITE(p, ")){ocol0 = float4(0.0f);%s%s discard;%s}\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = vec4(0.0f);" : "",
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WRITE(p, ")){ocol0 = float4(0.0f,0.0f,0.0f,0.0f);%s%s discard;%s}\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = float4(0.0f,0.0f,0.0f,0.0f);" : "",
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DepthTextureEnable ? "depth = 1.f;" : "",
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(ApiType != API_D3D11) ? "return;" : "");
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return true;
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