emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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		| @@ -94,7 +94,7 @@ void EmitPrologue(EmitContext& ctx) { | |||||||
|     InitializeOutputVaryings(ctx); |     InitializeOutputVaryings(ctx); | ||||||
|  |  | ||||||
|     if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) { |     if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) { | ||||||
|         for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) { |         for (size_t index = 1; index < ctx.info.stores_frag_color.size(); ++index) { | ||||||
|             if (ctx.info.stores_frag_color[index]) { |             if (ctx.info.stores_frag_color[index]) { | ||||||
|                 continue; |                 continue; | ||||||
|             } |             } | ||||||
|   | |||||||
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