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ShaderGen: Drop broken fragment shader index workaround for Vulkan
AMD appears to have since fixed this in their driver, and it makes shadergen ever so slightly less messy.
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@ -553,16 +553,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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{
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if (use_dual_source)
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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else if (use_shader_blend)
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{
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@ -570,14 +562,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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// intermediate value with multiple reads & modifications, so pull out the "real" output value
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// and use a temporary for calculations, then set the output value once at the end of the
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// shader
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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else
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{
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