ogl: remove glBindFragDataLocation
Without dual source blend, we have only one output per fragment shader, so this is bound to zero by default.
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@ -106,25 +106,16 @@ void SHADER::SetProgramVariables()
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void SHADER::SetProgramBindings()
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void SHADER::SetProgramBindings()
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{
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{
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#ifndef USE_GLES3
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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{
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// So we do support extended blending
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// So we do support extended blending
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// So we need to set a few more things here.
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// So we need to set a few more things here.
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// Bind our out locations
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// Bind our out locations
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#ifndef USE_GLES3
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
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{
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glBindFragDataLocation(glprogid, 0, "ocol0");
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}
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else
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{
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// ogl2 shaders don't need to bind output colors.
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// gl_FragColor already point to color channel
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}
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#endif
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#endif
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}
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// Need to set some attribute locations
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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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