Glow should now legit be working through transparency.
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@@ -169,8 +169,8 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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//float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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//color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -181,9 +181,9 @@ void main()
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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@@ -193,10 +193,12 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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state->BlendFunc(GL_ONE, GL_ONE);
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//state->BlendFunc(GL_ONE, GL_ONE);
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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GLERROR("TransparentObjects");
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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