From 9dfb127923d7955436b1e551d00c04188fc979a3 Mon Sep 17 00:00:00 2001 From: degasus Date: Tue, 20 Aug 2013 14:00:24 +0200 Subject: [PATCH] ogl: remove glBindFragDataLocation Without dual source blend, we have only one output per fragment shader, so this is bound to zero by default. --- .../Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index 9c068a7f03..51c274ad26 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -106,25 +106,16 @@ void SHADER::SetProgramVariables() void SHADER::SetProgramBindings() { -#ifndef USE_GLES3 if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) { // So we do support extended blending // So we need to set a few more things here. // Bind our out locations +#ifndef USE_GLES3 glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0"); glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1"); - } - else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120) - { - glBindFragDataLocation(glprogid, 0, "ocol0"); - } - else - { - // ogl2 shaders don't need to bind output colors. - // gl_FragColor already point to color channel - } #endif + } // Need to set some attribute locations glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");