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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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@ -44,7 +44,13 @@ struct pixel_shader_uid_data
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u32 rgba6_format : 1;
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u32 dither : 1;
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u32 uint_output : 1;
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u32 pad : 15;
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u32 blend_enable : 1; // Only used with shader_framebuffer_fetch blend
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u32 blend_src_factor : 3; // Only used with shader_framebuffer_fetch blend
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u32 blend_src_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
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u32 blend_dst_factor : 3; // Only used with shader_framebuffer_fetch blend
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u32 blend_dst_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
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u32 blend_subtract : 1; // Only used with shader_framebuffer_fetch blend
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u32 blend_subtract_alpha : 1; // Only used with shader_framebuffer_fetch blend
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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