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	emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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				| @ -94,7 +94,7 @@ void EmitPrologue(EmitContext& ctx) { | ||||
|     InitializeOutputVaryings(ctx); | ||||
| 
 | ||||
|     if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) { | ||||
|         for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) { | ||||
|         for (size_t index = 1; index < ctx.info.stores_frag_color.size(); ++index) { | ||||
|             if (ctx.info.stores_frag_color[index]) { | ||||
|                 continue; | ||||
|             } | ||||
|  | ||||
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