Missed a write to depth before discard in PreAlphaTest

This commit is contained in:
Ryan Houdek 2012-12-28 14:48:04 -06:00
parent 9e76a457ff
commit ba6564b0b5

View File

@ -782,10 +782,17 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "\tocol0 = float4(0.0f);\n");
if(DepthTextureEnable)
WRITE(p, "\tdepth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "\tocol1 = float4(0.0f);\n");
if(ApiType == API_OPENGL && dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "\tgl_FragData[0] = ocol0;\n");
if (ApiType == API_OPENGL)
{
if (DepthTextureEnable)
WRITE(p, "\tgl_FragDepth = depth;\n");
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "\tgl_FragData[0] = ocol0;\n");
}
WRITE(p, "\tdiscard;\n");
if(ApiType != API_D3D11)
WRITE(p, "\treturn;\n");