Bloom should now show behind transparent objects.
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@@ -169,7 +169,7 @@ void main()
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*GlowIntensity;
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color_result += glowTexel*GlowIntensity;
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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), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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//Tiled Debug Code
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/*
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/*
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@@ -191,8 +191,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
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state->StencilMask(0x00);
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
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GLERROR("OpaqueObjects");
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GLERROR("OpaqueObjects");
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state->BlendFunc(GL_ONE, GL_ONE);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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GLERROR("TransparentObjects");
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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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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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GLERROR("SpriteJobs");
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