ogl: remove glBindFragDataLocation

Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
This commit is contained in:
degasus 2013-08-20 14:00:24 +02:00
parent dd35156717
commit 9dfb127923
1 changed files with 2 additions and 11 deletions

View File

@ -106,25 +106,16 @@ void SHADER::SetProgramVariables()
void SHADER::SetProgramBindings() void SHADER::SetProgramBindings()
{ {
#ifndef USE_GLES3
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{ {
// So we do support extended blending // So we do support extended blending
// So we need to set a few more things here. // So we need to set a few more things here.
// Bind our out locations // Bind our out locations
#ifndef USE_GLES3
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0"); glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1"); 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 #endif
}
// Need to set some attribute locations // Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos"); glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");