Fix the new logic-op-in-shader on OpenGL ES and D3D11 #15962
Merged
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Followup to #15960
Further fixes these for D3D11 and OpenGL ES: #13012, `#11928
These APIs don't have logic op support, and we weren't using it anyway for this, we just broke if it wasn't there - need to have checks so we don't activate the old fallbacks in this case. Also better propagation of the "applyFramebufferRead" (run-in-shader) flag, that probably should be better named.
Also disable BlueToAlpha for now for Outrun and DiRT 2, it breaks the water effect somehow. Will come back to it later.