Had a few vec4 and float4(0) calls floating around.

This commit is contained in:
Ryan Houdek 2011-12-27 12:35:35 -06:00
parent 6f729f8cbf
commit 88d20f1a2b
1 changed files with 5 additions and 5 deletions

View File

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