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emit_glsl_special: Skip initialization of frag_color0

Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
nce_cpp
ameerj 5 years ago
parent
commit
b79424c3bf
  1. 2
      src/shader_recompiler/backend/glsl/emit_glsl_special.cpp

2
src/shader_recompiler/backend/glsl/emit_glsl_special.cpp

@ -94,7 +94,7 @@ void EmitPrologue(EmitContext& ctx) {
InitializeOutputVaryings(ctx);
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]) {
continue;
}

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