emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
This commit is contained in:
parent
1d182fc0f5
commit
1c648f176c
@ -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;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user