partially revert: glsl: disable computing of extra alpha coeff in SW blending

It generates undefined data in screen. Maybe blending isn't switch off properly.
I need to investigate it.
This commit is contained in:
Gregory Hainaut 2015-07-18 13:29:34 +02:00
parent 5f5266ba45
commit 57394a03e0
2 changed files with 0 additions and 8 deletions

View File

@ -41,9 +41,7 @@ in SHADER
// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) out vec4 SV_Target0;
#if !SW_BLEND
layout(location = 0, index = 1) out vec4 SV_Target1;
#endif
#ifdef ENABLE_BINDLESS_TEX
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
@ -608,9 +606,7 @@ void ps_main()
ps_fbmask(c);
SV_Target0 = c;
#if !SW_BLEND
SV_Target1 = vec4(alpha_blend);
#endif
}
#endif

View File

@ -904,9 +904,7 @@ static const char* tfx_fs_all_glsl =
"\n"
"// Same buffer but 2 colors for dual source blending\n"
"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
"#if !SW_BLEND\n"
"layout(location = 0, index = 1) out vec4 SV_Target1;\n"
"#endif\n"
"\n"
"#ifdef ENABLE_BINDLESS_TEX\n"
"layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;\n"
@ -1471,9 +1469,7 @@ static const char* tfx_fs_all_glsl =
" ps_fbmask(c);\n"
"\n"
" SV_Target0 = c;\n"
"#if !SW_BLEND\n"
" SV_Target1 = vec4(alpha_blend);\n"
"#endif\n"
"}\n"
"\n"
"#endif\n"