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Scroll fog is like a clear colour for the render target, but can be semi transparent as the tilegen layer can be shown underneath. I assumed that transprent polys would be drawn to the render target for transparent polys but unfortunately the logic does not work. So where else could it be drawn? Well with limited memory it must be draw to the buffer for opaque polys, which means this render target is also blended.
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@ -380,7 +380,7 @@ void CNew3D::RenderFrame(void)
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m_r3dShader.SetLayer(Layer::trans2);
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m_r3dFrameBuffers.SetFBO(Layer::trans2);
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RenderScene(pri, renderOverlay, Layer::trans2);
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DisableRenderStates();
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if (!hasOverlay) break; // no high priority polys
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@ -227,9 +227,7 @@ void R3DFrameBuffers::AllocShaderBase()
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void main()
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{
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vec4 colBase = texture(tex1, fsTexCoord);
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if(colBase.a < 1.0) discard;
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fragColor = colBase;
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fragColor = texture(tex1, fsTexCoord);
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}
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)glsl";
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@ -302,7 +300,8 @@ void R3DFrameBuffers::Draw()
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glViewport (0, 0, m_width, m_height); // cover the entire screen
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glDisable (GL_DEPTH_TEST); // disable depth testing / writing
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glDisable (GL_CULL_FACE);
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glDisable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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for (int i = 0; i < (int)std::size(m_texIDs); i++) { // bind our textures to correct texture units
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glActiveTexture(GL_TEXTURE0 + i);
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@ -313,10 +312,6 @@ void R3DFrameBuffers::Draw()
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glBindVertexArray (m_vao);
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DrawBaseLayer ();
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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DrawAlphaLayer ();
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glDisable (GL_BLEND);
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@ -48,16 +48,9 @@ void WriteOutputs(vec4 colour)
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{
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vec4 blank = vec4(0.0);
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if(colour.a < 1.0) { // some transparency
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out0 = blank;
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out1 = colour;
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out2 = blank;
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}
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else { // opaque
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out0 = colour;
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out1 = blank;
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out2 = blank;
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}
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out0 = colour;
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out1 = blank;
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out2 = blank;
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}
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void main()
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@ -117,8 +110,6 @@ void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient
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// some ogl states
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glDepthMask (GL_FALSE); // disable z writes
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glDisable (GL_DEPTH_TEST); // disable depth testing
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindVertexArray (m_vao);
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glUseProgram (m_shaderProgram);
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