Give OSX users more of a chance of supporting Single pass DSB in the future.
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@@ -178,7 +178,7 @@ void VertexManager::vFlush()
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLATTRBind;
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// finally bind
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FRAGMENTSHADER* ps;
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