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Use correct stencil values with non-add blending.
Otherwise, we get the min/max/etc. value instead.
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@ -388,9 +388,9 @@ void TransformDrawEngine::ApplyBlendState() {
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}
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if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3) {
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glstate.blendEquation.set(eqLookup[blendFuncEq]);
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glstate.blendEquationSeparate.set(eqLookup[blendFuncEq], GL_FUNC_ADD);
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} else {
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glstate.blendEquation.set(eqLookupNoMinMax[blendFuncEq]);
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glstate.blendEquationSeparate.set(eqLookupNoMinMax[blendFuncEq], GL_FUNC_ADD);
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}
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}
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@ -103,7 +103,7 @@ void UIShader_Prepare()
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glstate.blend.enable();
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glstate.blendFuncSeparate.set(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glstate.blendEquation.set(GL_FUNC_ADD);
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glstate.blendEquationSeparate.set(GL_FUNC_ADD, GL_FUNC_ADD);
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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