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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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@ -178,7 +178,8 @@ union ShaderHostConfig
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u32 backend_reversed_depth_range : 1;
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u32 backend_bitfield : 1;
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u32 backend_dynamic_sampler_indexing : 1;
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u32 pad : 12;
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u32 backend_shader_framebuffer_fetch : 1;
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u32 pad : 11;
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};
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static ShaderHostConfig GetCurrent();
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