Had a few vec4 and float4(0) calls floating around.

This commit is contained in:
Ryan Houdek 2011-12-27 12:35:35 -06:00 committed by Sonicadvance1
parent 108722bed0
commit e88d35d1c1

View file

@ -888,11 +888,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WriteAlphaTest(p, ApiType, dstAlphaMode);
// alpha test will always fail, so restart the shader and just make it an empty function
/* p = pmainstart;
WRITE(p, "ocol0 = 0;\n");
WRITE(p, "ocol0 = float4(0.0f);\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = vec4(0.0f);\n");
WRITE(p, "ocol1 = float4(0.0f,0.0f,0.0f,0.0f);\n");
if (ApiType == API_GLSL)
{
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
@ -1399,7 +1399,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
compindex = bpmem.alphaFunc.comp1 % 8;
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
<<<<<<< HEAD
WRITE(p, ")) {\n");
WRITE(p, "ocol0 = float4(0.0f);\n");
@ -1428,7 +1427,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
}
WRITE(p, "}\n");
}
static const char *tevFogFuncsTable[] =