Had a few vec4 and float4(0) calls floating around.
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@ -888,11 +888,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WriteAlphaTest(p, ApiType, dstAlphaMode);
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WriteAlphaTest(p, ApiType, dstAlphaMode);
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// alpha test will always fail, so restart the shader and just make it an empty function
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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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/* p = pmainstart;
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WRITE(p, "ocol0 = 0;\n");
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WRITE(p, "ocol0 = float4(0.0f);\n");
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if(DepthTextureEnable)
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if(DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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WRITE(p, "depth = 1.f;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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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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if (ApiType == API_GLSL)
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{
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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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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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@ -1399,7 +1399,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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compindex = bpmem.alphaFunc.comp1 % 8;
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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, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
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<<<<<<< HEAD
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WRITE(p, ")) {\n");
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WRITE(p, ")) {\n");
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WRITE(p, "ocol0 = float4(0.0f);\n");
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WRITE(p, "ocol0 = float4(0.0f);\n");
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@ -1428,7 +1427,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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}
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}
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WRITE(p, "}\n");
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WRITE(p, "}\n");
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}
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}
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static const char *tevFogFuncsTable[] =
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static const char *tevFogFuncsTable[] =
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