Transparency bug fix
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@@ -137,7 +137,7 @@ void main()
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//sceneColor += Input.DiffuseColor;
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//sceneColor += Input.DiffuseColor;
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vec4 color_result = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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vec4 color_result = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(color_result.xyz, 1.0);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//These if statements should be removed if they are slow.
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//These if statements should be removed if they are slow.
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color_result += glowTexel;
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color_result += glowTexel;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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