From: Matteo Bruni Subject: [PATCH 2/5] wined3d: Don't handle dual source blending for <= SM3 shaders. Message-Id: <20200324163524.339139-2-mbruni@codeweavers.com> Date: Tue, 24 Mar 2020 17:35:21 +0100 In-Reply-To: <20200324163524.339139-1-mbruni@codeweavers.com> References: <20200324163524.339139-1-mbruni@codeweavers.com> It was only introduced with SM4. Signed-off-by: Matteo Bruni --- dlls/wined3d/glsl_shader.c | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index df8ee3c030d..7a079de85c7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -7808,12 +7808,7 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ { i = wined3d_bit_scan(&mask); if (shader_glsl_use_explicit_attrib_location(gl_info)) - { - if (args->dual_source_blend) - shader_addline(buffer, "layout(location = 0, index = %u) ", i); - else - shader_addline(buffer, "layout(location = %u) ", i); - } + shader_addline(buffer, "layout(location = %u) ", i); shader_addline(buffer, "out vec4 color_out%u;\n", i); } } -- 2.24.1