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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.
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@ -94,7 +94,7 @@ void EmitPrologue(EmitContext& ctx) {
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InitializeOutputVaryings(ctx);
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InitializeOutputVaryings(ctx);
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if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) {
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if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) {
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for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) {
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for (size_t index = 1; index < ctx.info.stores_frag_color.size(); ++index) {
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if (ctx.info.stores_frag_color[index]) {
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if (ctx.info.stores_frag_color[index]) {
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continue;
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continue;
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}
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}
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