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This is because we re-use BlendingState for our internal drawing (e.g. RasterFont) and for these shaders, we can't assume the presence of a second color output. |
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| .. | ||
| D3D | ||
| D3D12 | ||
| Null | ||
| OGL | ||
| Software | ||
| Vulkan | ||
| CMakeLists.txt | ||