Transparancy with shild fix
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@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_FALSE);
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DepthFunc(GL_LEQUAL);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilMask(0xFF);
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// Enable(GL_STENCIL_TEST);
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// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// StencilMask(0xFF);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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@@ -26,11 +25,8 @@ DrawFinalPassState::~DrawFinalPassState()
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DrawStencilState::DrawStencilState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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Enable(GL_STENCIL_TEST);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilFunc(GL_ALWAYS, 1, 0xFF);
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StencilMask(0xFF);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_TRUE);
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ClearColor(glm::vec4(0.f));
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}
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