gsdx: forget to regenerate shader in previous commit

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5702 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-07-13 16:31:19 +00:00
parent 916a091f8a
commit b912778a3c

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@ -857,8 +857,12 @@ static const char* tfx_glsl =
"#endif\n"
"\n"
"// Same buffer but 2 colors for dual source blending\n"
"#if GL_ES\n"
"layout(location = 0) out vec4 SV_Target0;\n"
"#else\n"
"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
"layout(location = 0, index = 1) out vec4 SV_Target1;\n"
"#endif\n"
"\n"
"#ifdef DISABLE_GL42\n"
"uniform sampler2D TextureSampler;\n"
@ -1232,6 +1236,13 @@ static const char* tfx_glsl =
"{\n"
" vec4 c = ps_color();\n"
"\n"
"#if GL_ES\n"
"\n"
" c.a *= 2.0;\n"
" SV_Target0 = c;\n"
"\n"
"#else\n"
"\n"
" float alpha = c.a * 2.0;\n"
"\n"
" if(PS_AOUT != 0) // 16 bit output\n"
@ -1247,6 +1258,9 @@ static const char* tfx_glsl =
"\n"
" SV_Target0 = c;\n"
" SV_Target1 = vec4(alpha, alpha, alpha, alpha);\n"
"\n"
"#endif\n"
"\n"
"}\n"
"#endif\n"
;