diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 8e248aad..2db0295c 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -169,7 +169,7 @@ void main() sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); color_result += glowTexel*GlowIntensity; - bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); + bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1)); //Tiled Debug Code /* diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index d46f9591..1b99955a 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -191,8 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene) state->StencilMask(0x00); DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene); GLERROR("OpaqueObjects"); + state->BlendFunc(GL_ONE, GL_ONE); DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene); GLERROR("TransparentObjects"); + state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawSprites(scene.Jobs.SpriteJob, scene); GLERROR("SpriteJobs");