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author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-06-19 22:06:53 -0400 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-22 21:51:38 -0400 |
commit | 1c648f176c0f929266795181d1ba16d27008e5ff (patch) | |
tree | a4ad0120f561c6a8130bc94496973140a904c08c /src/shader_recompiler/backend/glsl/emit_glsl_special.cpp | |
parent | 1d182fc0f5f8a6facf6e4aebcf79d6d9a092a48c (diff) |
emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_special.cpp')
-rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_special.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp index 2a15fc29a7..92aa1b1682 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp +++ b/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; } |