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authorGravatar ameerj2021-06-19 22:06:53 -0400
committerGravatar ameerj2021-07-22 21:51:38 -0400
commit1c648f176c0f929266795181d1ba16d27008e5ff (patch)
treea4ad0120f561c6a8130bc94496973140a904c08c /src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
parentshader: Calibrate loop safety threshold (diff)
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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.
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_special.cpp')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_special.cpp2
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 2a15fc29a..92aa1b168 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) {
94 InitializeOutputVaryings(ctx); 94 InitializeOutputVaryings(ctx);
95 95
96 if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) { 96 if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) {
97 for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) { 97 for (size_t index = 1; index < ctx.info.stores_frag_color.size(); ++index) {
98 if (ctx.info.stores_frag_color[index]) { 98 if (ctx.info.stores_frag_color[index]) {
99 continue; 99 continue;
100 } 100 }