mirror of https://github.com/PCSX2/pcsx2.git
glsl: don't declare gl_FragDepth
Fix compilation issue on Mesa driver (hope it doesn't break Catalyst)
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@ -178,7 +178,7 @@ void ps_main11()
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#endif
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#ifdef ps_main12
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out float gl_FragDepth;
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//out float gl_FragDepth;
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void ps_main12()
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{
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// Convert a RRGBA texture into a float depth texture
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@ -189,7 +189,7 @@ void ps_main12()
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#endif
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#ifdef ps_main13
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out float gl_FragDepth;
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//out float gl_FragDepth;
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void ps_main13()
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{
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// Same as above but without the alpha channel
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@ -203,7 +203,7 @@ static const char* convert_glsl =
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"#endif\n"
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"\n"
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"#ifdef ps_main12\n"
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"out float gl_FragDepth;\n"
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"//out float gl_FragDepth;\n"
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"void ps_main12()\n"
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"{\n"
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" // Convert a RRGBA texture into a float depth texture\n"
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@ -214,7 +214,7 @@ static const char* convert_glsl =
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"#endif\n"
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"\n"
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"#ifdef ps_main13\n"
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"out float gl_FragDepth;\n"
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"//out float gl_FragDepth;\n"
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"void ps_main13()\n"
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"{\n"
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" // Same as above but without the alpha channel\n"
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