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ogl: remove glBindFragDataLocation
Without dual source blend, we have only one output per fragment shader,
so this is bound to zero by default.
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degasus committed Aug 20, 2013
1 parent dd35156 commit 9dfb127
Showing 1 changed file with 2 additions and 11 deletions.
13 changes: 2 additions & 11 deletions Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
Expand Up @@ -106,25 +106,16 @@ void SHADER::SetProgramVariables()

void SHADER::SetProgramBindings()
{
#ifndef USE_GLES3
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
#ifndef USE_GLES3
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
{
glBindFragDataLocation(glprogid, 0, "ocol0");
}
else
{
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
#endif
}
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");

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