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Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful.
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@ -46,6 +46,7 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsGPUTextureDecoding = false;
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g_Config.backend_info.bSupportsST3CTextures = false;
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g_Config.backend_info.bSupportsBPTCTextures = false;
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g_Config.backend_info.bSupportsFramebufferFetch = false;
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// aamodes: We only support 1 sample, so no MSAA
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g_Config.backend_info.Adapters.clear();
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